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Barbarian Conquerors of Kanahu PDF Free
Barbarian Conquerors of Kanahu PDF Free
www.autarch.co
CREDITS
Lead Designer: Omer G. Joel Cover Art: Michael Syrigos
Playtesting: Avi, Shaked, Lir, and Gilad Additional Art: Bartek Blaszczec, Steve Ditko,
Luigi Castellani, Earl Geier, Rube Moore,
Copy Editing: Alexander Macris Marc Radle, Louis Revell, Maciej Zagorski
BARBARIAN CONQUERORS
chickenjohn Jeanette Volintine Nessa Demer
Cody Mazza Jeremy Livingston Phil “The Librarian” Ward
David Jirovec Lucian Wulfgaang Walkerhound
Mark Donkers
HEROIC CONQUERORS
Adam Conlan Gaelather Nihmedu Niklas Skinner
Andrew Schiraldi Jeff Ruszczyk Paul Sudlow
Brent Walters Jim the Sage Quinn Adams
Bryan Steelman João Talassa Schneily
Chris Hogan Jon Tzimiskes The Fat Man, Eldritch
Christopher Klofft lampwright@gmail.com Tomas J Skucas
E. Hamilton Mark Kernow Will Barron
Efindel of Asperdi Nathan Housley
Rules
character’s maximum number of cleaves per round.
song in a manner befitting the sagas.
• A character may spend a Fate Point to cast a 1st level spell or
perform a ceremony from the character’s repertoire in lieu Recovery through Solace
of expending one of his daily slots, expending spell points, A character may recover any expended Fate Points by taking
or suffering stigma. Additional Fate Points can be spent for solace in an illuminated pinnacle of good (if Lawful) or a
higher level spells, using the spell point progression (see shadowed sinkhole of evil (if Chaotic) for one month. The time
Heroic Fantasy Handbook, p. 103). is reduced to two weeks in a hallowed pinnacle or blighted
sinkhole, and to one week in a sacrosanct pinnacle or forsaken
• A character may spend a Fate Point to temporarily gain
sinkhole. If Lawful, the time must be spent contemplating art,
one rank in any proficiency available to his class or to
music, nature, poetry, and/or divinity. If Chaotic, the time must
temporarily gain a thief ability (excluding backstab) at one-
be spent in depraved and hedonistic pursuits. Neutral characters
half his class level. The effect lasts 1 turn (10 minutes).
may not recover Fate Points from solace, nor may characters
• A character with 0 or fewer hit points may spend a Fate with a WIS of less than 9.
Point to immediately recover to 1 hp. Unless the character
EXAMPLE: Eved-El, an 11th level Cleric in the service
has savage resilience, he is considered to have been
of El-Elyon, has recently expended 3 Fate Points in a
knocked out and will need one night’s bed rest or magical
confrontation with an arch-priest of Dagon. He wishes to
healing. He must roll 1d6 on Row 21-25 of the Mortal
recover his expended points by solace. He could take solace
Wounds table. If the character does have savage resilience,
in his settlement’s temple to El-Elyon (an illuminated
then he is considered to have been “just dazed” and does
pinnacle of good) and recover his points in one month.
not need any bed rest. He may roll 1d6 twice on Row 26+ of
However, he knows of a holier place, a shrine to El-
the Mortal Wounds table and choose the preferred result.
Elyon built on a spot where the god himself once walked
Once expended, a Fate Point cannot be used again until it has (a sacrosanct pinnacle). After four days traveling to the
been recovered. The player should record the running total of shrine, he spends seven days in contemplation there, then
his character’s Fate Points expenditures on the character’s sheet. returns home. In total, it has taken him (4 + 7 + 4) 15 days
to recover his 3 Fate Points. (Note that Eved-El could have
EXAMPLE: Zarnor Serpent-Slayer is an 8th level barbarian
recovered his points much faster had he spent his monthly
with 4 Fate Points. 8 ruffians confront him. In the ensuing
wage of 32,000gp to no tangible benefit.)
melee, Zarnor slays one ruffian, and makes a cleave.
Unfortunately, the result of his attack throw is a natural 1 – a
miss! Rather than lose the opportunity to keep cleaving, he ACQUIRING ADDITIONAL FATE POINTS
expends a Fate Point and re-rolls the throw. This time, the It is up to the Judge how Fate Points are acquired after character
result is a 16, which hits. Zarnor kills the second ruffian and creation. Choose one or more of the following methods:
keeps cleaving! Zarnor’s player records the expenditure, • Advancement: Characters could gain 1 Fate Point each
noting that Zarnor has 3 of his 4 Fate Points remaining. time they advance in level. This is the default method.
• Deeds of Renown: Characters could increase their
RECOVERING FATE POINTS
allocation of Fate Points by 1 or more each time they
Characters may recover expended Fate Points in one of two
accomplish some notable task. This method allows the
ways, through spending or solace.
Judge to reward his adventurers for advancing through a
story-driven arc, should that style of play be to his taste.
Recovering through Spending
In lieu of using the Prodigality rule (below), a character may • Fulfilling their Fate: Characters could increase their
regain any expended Fate Points by spending the monthly wage allocation of Fate Points by 1 or more each time they fulfill
of a character of his level (ACKS, p. 51) to no other tangible game a prophecy that has been made about them, revealed by the
benefit whatsoever. This could include extravagant sacrifices fate spell, etc. This method is similar to Deeds of Renown,
to the gods; alms to the poor; anonymous tithes to churches; but less heavy-handed in that the adventurers may find
reckless spending on wine, women, and song; elaborate funeral ways to fulfill their fate that surprise the Judge.
pyres for deceased henchmen; and so on. Spending on goods
• Sacrificing to their Gods: Characters could increase their
that can be easily transported and resold (such as gems, jewelry,
allocation of Fate Points by 1 or more by making a great
magic items, or trade goods) does not count.
sacrifice to their gods. A great sacrifice might be a legendary
magic item, a loved one, an eye or hand, or a monetary
Critical Effects
Attacker’s Choice: The attacker may choose any desired critical
effect from the appropriate column (Character or Monster).
Brawling: The target suffers an additional 1d4 damage from
a strike from the attacker’s gauntlet, pommel, or shield rim. If
the attacker has no metal weapons, the damage is nonlethal, but
otherwise the brawling damage can be lethal or nonlethal, at his
discretion.
14 Exploding 20s
Damage Armor: The target’s armor is damaged, reducing its additional 1d4 nonlethal damage to the target. Swords cannot be
effectiveness by 1 point. Armor that loses all effectiveness is sundered by non-metal weapons or natural attacks by creatures
ruined. Damaged armor can be repaired at a cost of 10gp per of less than 5 HD. Magic weapons cannot be sundered except by
point of effectiveness. Magic armor cannot be damaged except other magic weapons or monsters of 5 HD or more.
by magic weapons or monsters of 5 HD or more.
Wrestle/Clamber: The results of this critical effect depend on
Damage Shield: The target’s shield is damaged, reducing its the difference in size between the attacker and target. If the
effectiveness by 1. If the shield is non-magical, this will destroy target is the same size category or smaller than the attacker,
it. Damaged shields can be repaired at a cost of 10gp per point of the attacker has grabbed the target in a wrestling hold (as the
Rules
effectiveness. Magic shields cannot be damaged except by magic special maneuver). If the target is one or more size categories
weapons or monsters of 5 HD or more. larger than the attacker, the attacker has clambered on top of or
mounted the target (as the special maneuver, see below).
Disarm: The target is disarmed of its weapon (as the special
maneuver). The weapon drops to a point chosen by the attacker
who dealt the critical hit, up to 5’ distant from the target. SPECIAL MANEUVERS
Fatigued: The target is wearied by the flurry of blows. The target
CLAMBER
suffers a -1 penalty to attack throws and damage throws until
Instead of making a melee attack, a combatant may attempt to
it rests. If additional fatigue effects are rolled, the effects are
clamber on top of a creature that is one or more size categories
cumulative.
larger than him. To clamber onto a creature, a combatant
Force Back: The target is forced back (as the special number). It must succeed on a melee attack throw with a -4 penalty. If the
must withdraw a number of feet equal to the attacker’s damage combatant is a thief or other class with the ability to Climb
roll. If this would push the opponent into a wall or obstacle, the Walls, the -4 penalty may be waived if the character makes a
opponent is knocked down, and takes 1d6 points of damage per successful proficiency throw.
10’ he has traveled.
The creature must then make a saving throw vs. Paralysis. The
Knockdown: The target is immediately knocked down (as the creature suffers a -2 penalty to its saving throw if of huge size, -4 if
special maneuver). Once prone, the creature can move, but of gigantic size, and -6 if of colossal size. If the creature succeeds
only to crawl at a movement rate of 5’, to take an action in lieu on its saving throw, it has shrugged off the combatant’s attempt.
of moving, or to end the condition by using an action in lieu If it fails, the combatant has clambered onto the creature, and is
of moving to stand up. If engaged, the prone creature remains now mounted on its back, perched on its shoulders, etc.
subject to the movement restrictions of being engaged, so it can
A clambering combatant gains a +4 attack bonus against the
only crawl if using defensive movement, and cannot stand up
creature he has clambered onto. If capable of backstabbing, the
in lieu of moving. The prone creature can attack, but suffers a
clambering combatant may do so, gaining a +6 attack bonus and
-4 penalty on its attack throws. Alternatively the prone creature
extra damage. A clambering combatant also gains a measure
can stand up in lieu of attacking. The prone creature can be
of protection against the creature’s own attacks. If the creature
backstabbed by creatures capable of doing so. Attack throws
lack arms, tails, or other appendages capable of reaching its
against the prone creatures gain a +2 bonus, or a +4 bonus if
own back, it may not directly attack the clambering combatant.
the attacker backstabs the stunned creature. The conditions is
Even if the creature does have such appendages, it attacks the
ended immediately when the creature stands up.
clambering combatant with a -4 penalty to attack throws.
Impair Attack: One of the target’s natural attacks (determined
In lieu of attacking, a creature with one or more combatants
randomly) is somehow impaired – muscles sprained, claws
clambering on it may attempt to unseat the clambering
ripped, etc. The target suffers a -4 to attack throws with the
combatants by bucking, rearing, colliding with walls, and
impaired natural attack until it rests.
similar tactics. This forces every combatant clambering on
Impair Move: The movement rate of the target’s primary the creature to make a saving throw vs. Paralysis. Combatants
movement is reduced by 25% or 30’ (whichever is less) until who succeed on the saving throw continue clambering on the
the target rests. This represents a leg being wrenched, an ankle creature. Combatants who fail the saving throw slip off the
twisted, and so on. creature. If the creature is more than 10’ tall at the shoulder, or is
flying, the unseated combatants will suffer falling damage (1d6
Injure Hide: The target’s hide is bruised, cut, or broken open
points of damage per 10’ fallen).
such that its AC is reduced by 1 until it rests.
EXAMPLE: Ermun, a 9th level thief (attack throw 6+), is
Stun: The target is stunned until the end of its next initiative. A
fighting a purple worm (AC 3). On his initiative, he attempts
stunned creature cannot attack, cast spells, or move. It gains no
to clamber onto the worm. Normally he would incur a -4
benefit to its AC from its shield (if any), and can be ambushed or
penalty to his attack throw for attempting a clamber, but
backstabbed by creatures capable of doing so. All attack throws
Ermun makes a proficiency throw against Climb Walls and
against stunned creatures gain a +2 bonus, or a +4 bonus if the
avoids this penalty. He needs a (6+3) 9+ to succeed in his
attacker ambushes or backstabs the stunned creature.
clamber; his roll is an 11, so he succeeds. Now the purple
Sunder Weapon: The target’s weapon is sundered (as the special worm may make a saving throw vs. Paralysis to shrug him
maneuver). If the target’s weapon is a non-magical spear, staff, off. As a 15 HD monster, it needs a 6+, but it suffers a -6
or pole arm, it shatters into splinters when sundered, dealing an penalty due to its colossal size. It only rolls a 3, so Ermun
Special Maneuvers 15
16 Thievery
Pick Pockets: A thief can try to suddenly grab a worn item Understanding with a proficiency throw of 7+. A character gains
without regard to being noticed – doing so grants a +4 bonus no bonuses to conduct research into alien technology, however.
to the proficiency throw, but the intended victim automatically This proficiency costs two proficiency slots to acquire. It should
notices regardless of whether it succeeds or not. The item may be added to the proficiency lists of clerics, mages, priestesses,
not be an item in the target’s hand (that is a disarm special Sakkaran (Zaharan) ruinguards, and other spellcasting classes.
maneuver). For more details, see Understanding Alien Technology on p. 94.
EXAMPLE: Kang, a 5th level mage, has Alien Lore 2
PRODIGALITY (chemicals, robots) and Alien Intuition. He could achieve
Rules
The heroes of the typical sword & sorcery tale do not hoard On-the-Spot Understanding of a plasma pistol with a
much wealth, nor do they act like prudent and thrifty investors. proficiency throw of 11+, or On-the-Spot Understanding
Typically, such a hero, upon winning a massive treasure, of a robot or chemical with a proficiency throw of 7+.
will waste a significant part of it, if not all of it, on wine, Alien Lore: The character is well-versed in the lore of alien
companionship, and song. Larger-than-life heroes, in this genre, technology and super-science, allowing for On-the-Spot
lead larger-than-life lives – they party as if there is no tomorrow, Identification of certain alien artifacts. Each time the character
enjoy the day to its fullest, and usually wake up much poorer in takes this proficiency, he picks one category of technology
the next morning – ready for yet another adventure in pursuit that he is familiar with from among Armor, Chemicals,
of gold and glory. To simulate this genre convention that is General Devices, Robots, Vehicles, or Weapons. Thereafter,
to encourage player characters to live large and in a prodigal the character can achieve On the Spot Understanding of
manner, you may employ the following rule. items from that category with a proficiency throw of 11+,
A character gains a bonus to XP earned from adventuring if, and only suffers mishaps identifying items from that category
in the prior month, he prodigally consumed more than the on an unmodified roll of 1. The character also gains +1 on all
Henchmen Monthly Wage (see ACKS p.51) appropriate to his proficiency throws to conduct research into alien technology.
class level each month. The money must be spent on buying Each time the proficiency is selected thereafter, the character
luxuries, throwing parties, commissioning expensive jewelry gains familiarity with another category of tech and gains
and fancy clothes, and other conspicuous consumption. another +1 bonus to conduct research. This proficiency should
To calculate the XP bonus, compare the value of the be added to the proficiency lists of clerics, mages, priestesses,
character’s prodigal spending with the amounts listed on the Sakkaran (Zaharan) ruinguards, and other spellcasting classes.
Henchmen Monthly Wage table; the bonus is 5% per level of See Understanding Alien Technology on p. 94 for more details.
overconsumption. Conversely, if a character spends less than EXAMPLE: Kang is a 5th level mage with Alien Lore 2
his own Henchman Monthly Wage, he incurs a -5% penalty per (Chemicals, Robots). When he encounters a vat of blue,
level of underconsumption. viscous fluid, he can use Alien Lore (Chemicals) to achieve
EXAMPLE: A 5th level character wastes 3,000gp in one On-the-Spot Understanding with a proficiency throw
month on larger-than-life living. Consulting the Henchmen of 11+. When he encounters a plasma pistol, he cannot
Monthly Wage table, the Judge sees that at 5th level a achieve On-the-Spot Understanding because he does not
character earns a monthly wage of 400gp, at 6th level 800gp, have Alien Lore (Weapons), but he does gain a +2 bonus to
at 7th level 1,600xp, and at 8th level 3,000gp. The character proficiency throws to research the plasma pistol.
has consumed the equivalent of an 8th level henchman's Destined: The character gains one Fate Point. This proficiency
wage this month, so next month he gains a bonus of [ (8 - 5 does not appear on any class lists. The Judge should decide if this
) x 5%] 15% bonus on XP earned from adventuring. Had proficiency exists in his setting. If so, any character may select it
the character only spent 100gp (equivalent to a 3rd level as one of his class proficiencies.
character’s wage) he would have suffered a 10% penalty on
XP earned from adventuring the following month. When Farseeing: The character can see the fates of mortals. He may
the Prodigality rule is in play, characters are rewarded for determine how many Fate Points a character has after 10
living large and penalized for miserly living! minutes (1 turn) of casual interaction or observation. Once per
week, the character may cast fate (as the spell). The casting time
is 10 minutes.
NEW PROFICIENCIES Technological Dabbling: The character may attempt to use
The following proficiencies may be added to a sword & sorcery, scanners, advanced robots, cloning vats, scanners, and other
sword & planet, or science-fantasy campaign. advanced alien technology only useable by mages. At level 1,
Alien Intuition: Alien blood flows through the character's the character must make a proficiency throw of 18+ to use the
veins, and this extraterrestrial heritage allows him to intuit the technology. On a failed throw, the attempt backfires (use the On-
function and use of alien devices. The character can achieve On- the-Spot mishap table, p.96). The proficiency throw required
the-Spot Understanding of an alien item with a proficiency throw reduces by 2 per level, to a minimum of 3+. This proficiency
of 11+ per item, and only suffers mishaps on a unmodified roll should be added to the proficiency lists of thieves and bards.
of 1. If the character has Alien Intuition and Alien Lore in the
appropriate category for an item, he can achieve On-the-Spot
Prodigality 17
18 Gladiatorial Combat
20 Blessed Undertaker
Races/Classes
Blessed Undertaker 21
Blessed Undertaker Thief Skills Blessed undertakers cast divine spells using the spell list below.
They turn undead as clerics of two levels higher than their
Hide in Backstab
Level Move Silently Shadows Undead own level; however, unlike the regular cleric, they cannot turn
infernal creatures. They may also engage in magical research
1 17+ 19+ x2
and item creation as clerics. To better put the unliving to rest,
2 16+ 18+ x2
they are blessed with the ability to backstab undead (and only
3 15+ 17+ x2
undead), as a thief of their level. They may also move silently
4 14+ 16+ x2
and hide in shadows as a thief of their level, as shown on the
5 13+ 15+ x3 accompanying table.
6 12+ 14+ x3
7 10+ 12+ x3 At 3rd level (Burier), a blessed undertaker is concealed from
8 8+ 10+ x3 undead by Mawat’s power; when the blessed undertaker sneaks,
9 6+ 8+ x4 undead are always considered to be passively watching rather
10 4+ 6+ x4 than actively watching.
11 2+ 4+ x4 At 5th level (Undertaker), a blessed undertaker gains the power
12 2+ 3+ x4 of righteous turning. When turning undead, the character adds
13 1+ 2+ x5 his Wisdom bonus to both the turning throw and to the number
14 1+ 1+ x5 of HD turned on a successful throw. At this level, the blessed
undertake may also begin to research spells, scribe scrolls, and
Blessed undertakers are skilled combatants, albeit not as good as brew potions.
fighters. At first level, they hit an unarmored foe (AC 0) with an At 7th level (Entomber), a blessed undertaker also gains the
attack throw of 10+. They advance in attack throws and saving ability to detect undead at will, with a casting time of 1 turn.
throws by two points every four levels of experience. Blessed
undertakers may only use swords, daggers (including sickles, When a blessed undertaker attains 9th level (Patriarch), he
which use the stats for a short sword), bows, and crossbows, and can establish a necropolis, and 2d6 blessed undertakers of 1st
may only wear leather armor or lighter. They may use a one- level will come to work with the character. Blessed undertakers’
handed weapon, a two-handed weapon, or a weapon in each necropolises follow similar rules to thieves’ hideouts, though
hand. They may not use shields. They progress in saving throws their operations are aimed at uncovering necromantic and
and proficiencies as clerics. undead activity rather than theft. Hijinks will typically be
22 Blessed Undertaker
Races/Classes
Fourth Level Divine Spells Fifth Level Divine Spells
1 Cure Serious Wounds* 1 Atonement
2 Dispel Magic 2 Commune
3 Divination 3 Dispel Evil
4 Fate 4 Fear
5 Neutralize Poison* 5 Flame Strike
6 Protection from Evil, sustained* 6 Quest*
7 Smite Undead* 7 Restore Life and Limb*
8 Sticks to Snakes 8 Strength of Mind*
9 Vigor 9 Sword of Fire
10 Tongues 10 True Seeing
* Denotes a reversible spell. Italics denotes a spell from the Player's Companion. Bold denotes new spell from this book.
assassinations (of suspected undead or cultists) or spying. See Slayer of the Dead template: This pre-generated template
the ACKS Campaigns chapter for more information. represents a grim hunter and slayer of the undead, equipped to
deal with the worst of them. The template is ready for adventure.
At 9th level, a blessed undertaker also gains the ability to create
However, if your blessed undertaker’s INT is 13 or greater, you
more powerful magic items such as weapons, rings, and staffs.
may pick one or more additional general proficiencies before
At 11th level, a blessed undertaker may learn and cast ritual play (see Starting Proficiencies in ACKS Chapter 4).
divine spells of great power (6th and 7th level), and craft
magical constructs such as golems and animated statues. These
activities are explained in the Campaign chapter of the ACKS BUGMAN OVATE
core book. Prime Requisites: DEX, INT
Requirements: DEX, CON 9.
Blessed Undertaker Proficiency List: Alertness, Alien Hit Dice: 1d6
Intuition, Alien Lore, Apostasy, Battle Magic, Blind Fighting, Maximum Level: 11
Contemplation, Diplomacy, Divine Blessing, Divine Health, A relatively rare, though influential, sentient species in Kanahu
Healing, Knowledge (history), Loremastery, Martial Training, are the bugmen. These upright insectoids have little in common
Mystic Aura, Precise Shooting, Prestidigitation, Profession with the orderly hive-based social insects, instead seeming to
(undertaker), Prophecy, Quiet Magic, Sensing Evil, Sensing have evolved from or be related to common household and
Power, Skirmishing, Skulking, Sniping, Theology, Unflappable sewage cockroaches. They are resilient, shady, anarchic, and
Casting, Weapon Finesse, Weapon Focus opportunistic to the extreme.
Template: Slayer of the Dead Bugmen thrive wherever there is an opportunity for commerce,
Proficiencies: Precise Shooting, Profession (undertaker) subterfuge, and infiltration. They excel in the criminal
Starting Equipment: Silver dagger, black leather armor, tattered underworld, using their opportunistic nature and keen senses
backpack, rolled blanket, dark hooded to strike shady deals with other sentient beings. They live in the
cloak, shortbow, quiver with 20 arrows, 2 shadows of civilization, living on its refuse. Thus, some bugmen
flasks of military oil, clove of garlic, holy are, ironically enough, Lawful - because, if civilization falls, so
symbol (iron skull of Mawat), iron rations does its bounty, and so do the many opportunities for success
of 1 week, 50’ rope, stakes (4) and mallet,
waterskin, shovel, sledgehammer, tinder it offers. Most are Neutral or Chaotic, however, as befitting
box, torches (6), 4gp in a small purse. their opportunistic nature. Bugmen usually worship the gods of
humans around them, though they are rarely devout, and much
more interested in striking temporary deals with the divine
rather than forming long-lasting relationships.
Bugman Ovate 23
Bugmen may be easily imported into any sword & sorcery sell equipment, hire retainer, and engage in mercantile ventures
setting, and, indeed, into many ‘standard’ fantasy worlds, in a market they have previously visited, treat the market as if it
wherever a hive of roguish insectoids and shady bug-merchants were one market class larger than its actual size. (Class I markets
would be appropriate. They are extremely alien in nature, but remain Class I markets).
so are many other beings in fantasy fiction. In fact, several of
Like the cockroaches they resemble, bugmen are hard to kill.
the less lawful fey in certain fantasy worlds may have insect-like
When a bugman is required to consult the Mortal Wounds
characteristics, which may be represented by this class.
table, the player may roll twice, and choose the preferred result
All bugmen begin play knowing their native language as well to apply. The character also subtracts his class level from the
as the common tongue of the human society around them number of days of bed rest required to recover.
(plus any bonus languages provided by a high INT). They can
Finally, the sturdy bugmen possess the survivability of
speak human languages readily, though with a heavy accent
cockroaches, and thus are immune to all forms of disease,
interrupted by many clicks and buzzing sounds. The reverse is
including magical diseases such as those caused by spells,
not true; humans find it difficult to speak the bugman language,
mummies, or lycanthropes, as well as to all forms of poison,
with its many mouth-part clicks, and suffer a -2 penalty to
including magical poisons.
Reaction rolls with bugmen when trying to speak to them in
their own tongue rather than a human tongue. However, bugmen are alien beings and thus suffer a -2 penalty
to the reactions, loyalty, and morale of men, lizardmen, and
The race’s heavy chitinous carapace provides a +1 bonus to AC,
geckomen. Conversely, they get a +2 bonus to the reactions,
but prevents them from wearing any significant armor heavier
loyalty, and morale of their own kind.
than Leather.
Bugmen are divided into two castes by gender, the ovates (female)
Bugmen are nocturnal creatures, able to sense minute
and dredgers (male). Apart from mating, the sexes have little in
movements of air with their long and extra-sensitive antennae,
common. The dredgers are notorious for digging in unseemly
granting them blindsight to a range of 60’. This blindsight
places, making dirty deals, and selling suspicious artifacts,
functions like infravision, except it is not affected by light
while the ovates spend their time cultivating their magical and
sources, magical darkness, or other visual phenomena but
mundane power until they have sufficient resources to focus on
rendered useless in high wind. These same antennae provide
reproduction en-masse. An ovate who becomes a Nest-Mother
bugmen with keen insect senses granting a +1 bonus to avoid
will command the respect of the many dredgers who frequent
surprise and a +4 bonus on any proficiency throws to hear
her nest, but she does not have real command over them.
noises and detect secret doors. With a proficiency throw of 18+,
a bugman can notice secret doors with just casual inspection. Physically, a bugman ovate stands around 4’ tall, with an
additional 1’ in antenna, but will be much wider than a male
Bugmen are consummate scavengers and re-sellers, known to
dredge of comparable height, and grow further over time; by
other bugmen traders, as well as human traders, all over the
the time an ovate settles in a nest and becomes a nest-mother,
land. Due to this mercantile network, bugmen who buy and
she will have reached 6’ in length and gained significant mass.
Bugmen ovates range from yellowish-brown to dark brown or When her nest is complete, the Nest Mother will lay her first
black in color, though their eyes are always shiny black. Unlike brood of eggs, which will hatch 30 days later. The number of her
the landlocked dredgers, ovates have four functional wings, two initial brood that survive to adulthood will depend how many
hard and two soft, and may fly at a rate of 30’ per round. hexes she has secured to serve as harvesting and food sources
for her brood – 3d6 x 10 family-equivalents per 6 mile hex is
Bugman ovates usually know how to defend themselves,
typical.
although they are not as skilled as fighters. At first level, an
ovate will hit an unarmored foe (AC 0) with an attack throw of Unlike human domains, however, nests do not increase in
10+. They advance in attack throws and saving throws by two population from natural growth or investment, only from
points every four levels of experience (i.e. the same as thieves). egg-laying. Once per year, if a Nest Mother remains in her
They may use any missile weapons and any one-handed melee nest for a full season, she will produce an extra 24d10 (~140)
weapons. They are not trained to use shields, fight two-handed, family-equivalent of bugmen (re-roll 10s as with agricultural
or dual wield weapons. They may perform one cleave attack per investment). The Nest Mother may produce more than
2 levels of experience. her normal brood if she gorges herself on food during her
Races/Classes
reproductive season. The rich proteins necessary for this will
Bugman ovates have all the powers of ordinary bugmen, but
cost 1,000gp per extra 1d10 family-equivalents worth of eggs
enjoy great longevity with a lifespan three times longer than
she plans to lay. A Nest Mother who produces more family-
normal. Their physical robustness also grants them immunity
equivalents than her domain can sustain must annex additional
to ghoul paralysis.
territory or lose control of the surplus family-equivalents the
As they mature, bugman ovates also develop powerful following season.
parapsychic abilities. The first ability to manifest is a kinship
Apart from being produced directly by a Nest Mother, bugmen
with arthropods and fungi. Ovates can identify arthropods
family-equivalents follow the ordinary rules for peasant or
and fungi with a proficiency throw of 11+, and understands
urban families, and bugmen conscripts, militia, and specialists
the subtle body language and moods of arthropods and fungal
can be recruited from these family-equivalents as per normal.
creatures (though they may not understand the character)
automatically. This grants them a +2 to all reaction rolls Bugman Ovate proficiency list: Alien Intuition, Alien Lore,
when encountering normal and giant arthropods and fungal Bargaining, Blind Fighting, Bribery, Caving, Climbing, Combat
creatures, and allows them to take giant arthropods and fungal Trickery (disarm, incapacitate), Command, Diplomacy,
creatures as henchmen. They also can speak with arthropods Disguise, Eavesdropping, Familiar, Fighting Style, Gambling,
at will (treat as the speak with animals spell but the power works Leadership, Loremastery, Magical Engineering, Mystic Aura,
with natural or giant arthropods instead of animals). Passing Without Trace, Perform, Precise Shooting, Quiet
Magic, Running, Sensing Power, Skirmishing, Swashbuckling,
Their arcane powers allow them to develop antennae for
Trapping, Unflappable Casting, Weapon Finesse.
potions. An ovate may make a proficiency throw of 11+ to
determine the magical properties of a potion or oil based on its Template: Aspiring Nymph
scent and emanations. Proficiencies: Diplomacy, Leadership
Starting at 2nd level (Aspirant), bugman ovates gain the ability Starting Equipment: Chitin backpack, brown leather armor,
to cast arcane spells and perform magical research, doing so long sword fashioned from giant insect
chitin, shortbow with 20 arrows in a
as mages of one-half their level, and using the same spell list and quiver, blanket from fungal fibers, 1
the same rules for learning and casting spells. They can use any week’s iron rations, blank spell book, ink
magical items available to mages. Unlike mages, bugman ovates and writing straw, waterskin, decorative
can cast spells while wearing leather armor. jewelry worth 30gp, 6gp and 4sp in a
small purse
At 5th level (Imago), bugman ovates’ advancing abilities allow
them to brew potions as mages of their class level rather than
Aspiring Nymph template: This pre-generated template
half their class level.
represents a young bugman ovate trying to establish her place
When an ovate reaches 9th level (Nest Mother), she becomes in the world, and, eventually, found her own nest, using her
fertile. If a Nest Mother establishes a nest, she will attract 2d6 knowledge of diplomacy and insect leadership to pave her
bugman dredgers of 1st-3rd level who desire to breed with her. way to glory. The template is ready for adventure. However, if
These bugmen will supervise the construction of an elaborate your bugman ovate’s INT is 13 or greater, you may pick one or
warren to impress her and contain their young. more additional general proficiencies before play (see Starting
Proficiencies in ACKS Chapter 4).
Bugman Ovate 25
BUGMAN DREDGER When a bugman dredger attains 9th level (Master Bug), he can
Prime Requisites: DEX establish a bug-hole in an urban area, and 2d6 bugman dredger
Requirements: DEX, CON 9 apprentices of 1st level will offer to work for him. If hired, they
Hit Dice: 1d6 must be paid standard rates for ruffians. A bugman dredger’s
Maximum Level: 13 bug-hole otherwise follows the rules for hideouts detailed in the
Bugman males, or dredgers, are far more numerous than their Hideouts & Hijinks section of the ACKS Campaigns chapter.
female counterparts, though less impressive in their abilities.
They are incapable of flight or sorcery, but instead excel in As bugmen, dredgers begin play knowing their native language
stealth, subterfuge, and similar underhanded and opportunistic as well as the common tongue of the human society around
tactics. Many dredgers may tend any given ovate’s nest. There, them (plus any bonus languages provided by a high INT). They
they dance for the nest-mother’s amusement, competing with can speak human languages readily, though with a heavy accent
each other in dance and feats of speed to gain preferential interrupted by many clicks and buzzing sounds. The reverse is
mating opportunities. Outside of a female’s nest, they dig bug- not true; humans find it difficult to speak the bugman language,
holes in practically any kind of terrain, from the sewers under with its many mouth-part clicks, and suffer a -2 penalty to
great cities to deep forests and high mountains – settling, like Reaction rolls with bugmen when trying to speak to them in
all members of their race, in any environment where there is their own tongue rather than a human tongue.
opportunity for gaining wealth and influence. The race’s heavy chitinous carapace provides a +1 bonus to AC,
Physically, a bugman dredger resembles a 4’ tall, upright, but prevents them from wearing any significant armor heavier
slender, humanoid cockroach, walking on four legs and using than Leather. Their long and extra-sensitive antennae grant
two limbs for fine manipulation. It has multi-faceted eyes and them blindsight to a range of 60’. This blindsight functions like
a mouth with two mandibulae and two maxillae, as well as two infravision, except it is not affected by light sources, magical
foot-long antennae projecting from its head. Dredgers range darkness, or other visual phenomena but rendered useless in
from yellowish-brown through dark brown to black in color; high wind. These same antennae provide bugmen with keen
their eyes are shiny black. Dredgers, unlike ovates, lack wings. insect senses granting a +1 bonus to avoid surprise and a +4
bonus on any proficiency throws to hear noises and detect secret
Bugman dredgers, like ovates, know how to defend themselves, doors. With a proficiency throw of 18+, a bugman can notice
although they are not as skilled at fighting. At first level, bugman secret doors with just casual inspection.
dredgers hit an unarmored foe (AC 0) with an attack throw of
10+. They advance in attack throws and saving throws by two Due to their mercantile network, bugmen who buy and sell
points every four levels of experience (i.e. the same as thieves). equipment, hire retainer, and engage in mercantile ventures in
They may use any missile weapons and any one-handed melee a market they have previously visited, treat the market as if it
weapons. They are not trained to use shields, fight two-handed, were one market class larger than its actual size. (Class I markets
or dual wield weapons. They may perform one cleave attack remain Class I markets).
per two levels of experience. Their heavy carapaces provide Like the cockroaches they resemble, bugmen are hard to kill.
them with some protection (see below), but prevent them from When a bugman is required to consult the Mortal Wounds
wearing any significant armor heavier than Leather. table, the player may roll twice, and choose the preferred result
Every bugman dredger is an accomplished opportunist and to apply. The character also subtracts his class level from the
thief: he may pick pockets, move silently, climb walls, hide in number of days of bed rest required to recover.
shadows and backstab as a thief of his level. Finally, the sturdy bugmen possess the survivability of
cockroaches, and thus are immune to all forms of disease,
26 Bugman Dredger
Races/Classes
Bugman Dredger 27
Races/Classes
2 medium/large weapons +1 to attack throws, +1 to damage rolls, deal 1d8/1d10 Additional +1 to damage rolls
Bugman praetors are nocturnal creatures that rely on extra- four small one-handed weapons (such as hand axes and short
sensitive antennae for blindsight to a range of 60’. This swords), one per hand; three small-one handed weapons and
blindsight functions like infravision, except it is not affected by possibly one shield; two small-one handed weapons and one or
light sources, magical darkness, or other visual phenomena but two shields; one two-handed medium or large weapon in one
rendered useless in high wind. These same antennae provide pair of hands and a shield or weapon in a third hand, or a pair of
bugmen with keen insect senses granting a +1 bonus to avoid weapons or shields in the other hands; or a pair of two-handed
surprise and a +4 bonus on any proficiency throws to hear medium or large weapons. The new fighting styles available to a
noises and detect secret doors. With a proficiency throw of 18+, praetor, and the benefits gained from Fighting Style proficiency,
a bugman can notice secret doors with just casual inspection. are shown on the accompanying table. A praetor can also of the
Like other bugmen, praetors are hard to kill. When a bugman is ordinary fighting styles available to human fighters, as well (e.g.
required to consult the Mortal Wounds table, the player may roll two weapon fighting). Note that the praetor only has one attack
twice, and choose the preferred result to apply. The character in its attack routine, regardless of how many weapons it carries.
also subtracts his class level from the number of days of bed
EXAMPLE: Khyroz is a 1st level bugman praetor with an
rest required to recover. Finally, the sturdy praetors possess the
attack throw of 10+. His instinctive dodge grants him
survivability of cockroaches, and thus are immune to all forms
unarmored AC 2 and his class grants him +1 to damage
of disease, including magical diseases such as those caused by
rolls. If Khyroz arms himself a single short sword, he will
spells, mummies, or lycanthropes, as well as to all forms of
attack at 10+ for 1d6+1 points of damage, but with four
poison, including magical poisons.
short swords, he will attack at 8+ for 1d6+2 points of
Because of their lightning reflexes, a bugman praetor can damage. If he arms himself with a two-handed sword, he
instinctively dodge blows in combat with inhuman speed, will attack at 10+ for 1d10+1 points of damage, but with a
provided it is not encumbered. A praetor in leather armor or pair of two-handed swords, he will attack at 9+ for 1d10+2
less has an unarmed AC 2 at 1st level. At 7th level, its unarmed points of damage. If he selects Fighting Style (4 small
AC increases to 4, and at 10th level it increases to 5. The bugman weapons), he will attack at 7+ for 1d6+2 points of damage
praetor may jump up to 20’ in a round in lieu of moving. It when properly equipped. If he selects Fighting Style (2 two-
may jump in any direction including straight up, and can leap handed weapons), he will attack at 9+ for 1d10+3 points of
over obstacles or combatants up to 20’ high between it and its damage when so armed.
landing point.
However he has armed himself, a bugman praetor always prefer
Though only as tall as an ordinary bugman, the praetor is far to strike from the shadows. A praetor may move silently, move
more fearsomely built. It has two walking legs and four arms, silently, and backstab as a thief of his level.
fit for manipulating objects and wielding weapons, and can
fight with all four at once! A praetor may wield as many as
Races/Classes
Fourth Level Divine Spells Fifth Level Divine Spells
1 Cure Serious Wounds* 1 Call Leviathan
2 Dispel Magic 2 Charm Monster
3 Divination 3 Command Person
4 Fate 4 Contact Other Plane
5 Neutralize Poison* 5 Fear
6 Nondetection 6 Flame Strike
7 Protection from Good, sustained* 7 Insect Plague
8 Sticks to Snakes 8 Quest*
9 Vigor 9 Strength of Mind*
10 Tongues 10 True Seeing
* Denotes a reversible spell. Italics denotes a spell from the Player's Companion. Bold denotes new spell from this book.
Cultists cast divine spells using the spell list below, and may Cultist of Atlach-Nacha, the Chaotic god of spiders, tend to
engage in magical research and item creation as clerics. Their be thin, spindly, and particularly long-limbed, but highly
chaotic masters imbue them with great raw power in return for nimble. A cultist of Atlach-Nacha may activate spider climb,
their devotion, allowing them to cast more spells per day than as per the spell, once per hour. He may also ambush his foes,
a Lawful or Neutral cleric (or a necromancer for that matter), as a spider does from its web: when attacking with surprise, the
as noted on their spell progression table. They may use any character gets a +4 bonus on attack throws and deals double
magical items usable by clerics. damage on the attack. Finally, nimble as spiders, the cultist is
capable of acrobatics: In lieu of moving during a round, the
However, cultists do not turn or control undead; their gods
character may attempt a proficiency throw of 20+ to tumble
grant them different powers instead. Each god of chaos grants
behind an opponent in melee. The proficiency throw required
his or her followers with unique powers. This is summarized in
for the tumble is reduced by 1 per level of experience the
the Gods of Chaos table, and elaborated below:
character possesses. If successful, the character is now behind
Gods of Chaos his opponent. The opponent loses the benefit of his shield, if any,
Sakkaran
and the character can backstab his opponent if he possesses that
God Name Sphere Special Powers ability. Otherwise, the character simply gains +2 to his attack
Atlach-Nacha Khepera Spiders Spider Climb, throw. The character also gains a +2 bonus to saving throws
Ambush, Acrobatics where agility would help avoid the situation, such as tilting
Bokrug Sobek Lizards Scaly Hide, Fangs floors and pit traps. Cultists of this god
&Amphibians and Claws
Cultists of Bokrug, the Chaotic lizard-god, develop a reptilian
Moloch (male) Sekhmet Fire and Mercantile Network,
appearance, with forked tongues and slit pupils. Their skin turns
(female) Wealth Expert Bargainer,
Bribery into scaly hide, giving them a natural AC 1, and they also learn
Rahab Set Oceans and Swimming to use their fangs and claws as formidable natural weapons.
Rains In lieu of attacking with a normal weapon, the character can
Qetesh (female) Hathor Fertility and Speak with Animals, initiate an attack routine consisting of two claw attacks and
(female) Nature Bestial Fury one bite attack. The claws deal 1d3-1 damage each, while the
Lotan (male) Amunet Serpents, Wholeness of Body, bite deals 1d8 damage. Both the claw and bite damage will be
(female) Seduction Glam. Aura, Mastery modified by the character’s STR adjustment and damage bonus.
of Charms & Illusions When the character reaches 5th level, these natural weapons
Nabu Thoth Knowledge & Arcane Dabbling, become capable of harming creatures only harmed by magical
Secrets Loremastery, Horrible
Truths
weapons. Cultists cannot use their fangs and claws while
wielding weapons. Unlike the cultists of other foul Chaotic gods,
the cultists of Bokrug cannot hide amongst the population, but
Cultist 31
rather lair in the swamps and jungles of the wilderness, where subjects act as if charmed while in his presence. Third, such
they sacrifice the innocent to their dread lizard-god. cultists have a mastery of charms and illusions, so that when
the character casts charm spells (such as charm person) or
Cultists of Moloch, Chaotic god of wealth and fire, gain great
illusion spells (such as phantasmal force), the spell effects are
mercantile potential and a glib tongue from their god. First, the
calculated as if he were two class levels higher than his actual
cultist quickly develops a vast mercantile network. Whenever
level of experience. Targets of his charm spells suffer a -2 penalty
the character buys and sells equipment, hires retainers, and
to their saving throw, as do those who attempt to disbelieve his
engages in mercantile ventures in a market they have previously
illusions.
visited, he treats the market as if it were one market class larger
than its actual size. (Class I markets remain Class I markets.) Finally, cultists of Nabu, the Chaotic god of knowledge and
Second, the cultist becomes an expert bargainer, blessed by his secrets, know much about the arcane and the occult, guided in
god so that any items the character purchases cost 10% less than their studies by their demonic lord. First, knowing forbidden
the listed price, and any items he sells go for 10% more than the secrets of dark sorcery, they are capable of arcane dabbling -
listed price. Finally, the character is highly talented in the field the cultist, despite being a divine spellcaster, may attempt to use
of bribery. Offering a bribe permits an additional reaction roll wands, staffs, and other magic Items only useable by mages. At
during encounters, with the throw modified by the size of the 1st level, the character must make a proficiency throw of 18+
bribe. As a general rule, a bribe equal to one day’s pay for the on 1d20 or the attempt backfires in some desultory way (Judge’s
target provides a +1 bonus, a week’s pay provides a +2 bonus, discretion). The proficiency throw required reduces by 2 per
and a month’s pay provides a +3 bonus. Only one bribe can be level, to a minimum of 3+. Second, a cultist of Nabu possesses
attempted per target in any given situation. These cultists tend loremastery, and may decipher occult runes, remember ancient
to be obese and gluttonous, as their greed affects their bodies. history, identify historic artifacts, and perform similar tasks. At
1st level, the character must make a proficiency throw of 18+ on
Cultists of Rahab, the Chaotic god of oceans and rains, usually
1d20 to succeed in these tasks. The proficiency throw required
have some subtle fish-like characteristics, such as a flaky, scaly
reduces by 1 per level. Last but not least, a cultist of Nabu know
skin and wide eyes with an empty expression, partly resembling
many horrible truths about Chaotic beings, including their true
deep one hybrids (see p. 69). Like a deep one hybrid, a cultist of
names and their innermost nature; the worshipper gains a +2
Rahab gains a swimming movement rate of 120’ and can hold
bonus to reaction rolls when encountering intelligent Chaotic
his breath for 1 turn (10 minutes).
monsters, and intelligent Chaotic monsters suffer a -2 penalty
Cultists of Qetesh, the chaotic goddess of fertility and nature, to saving throws against any charm spells cast by the character.
are in tune with nature, especially its beastly side. A cultist of Cultists of Nabu are archetypically short in stature, pale, fidgety,
Qetesh may speak with animals, as per the spell, at will. A and constantly spying and eavesdropping on other people.
cultist may also enter a bestial fury when in combat. While
When a cultist reaches 5th level (Dark Vicar), he may begin to
furious, the character gains a +2 bonus to damage rolls and
research spells, scribe scrolls, and brew potions.
becomes immune to fear. However, the character cannot retreat
from combat. Once it has begun, a bestial fury cannot be ended At 9th level (Cult Leader), he is able to create more powerful
until combat ends. These cultists usually have a wild look upon magic items such as weapons, rings, and staffs. At this level,
them, with abundant and shaggy hair, wide-open wild eyes, and the cultist may also establish or build a fane of Chaos (temple).
slightly sharp fangs. A cultist who founds a fane of Chaos will be joined by 1d2x10
1st level cultists and 1d6x30 normal men who wish to join the
Cultists of Lotan, the Chaotic god of serpents and seduction,
cult. Every year 80% of the previous year’s trainees will go mad,
tend to have subtle serpentine characteristics, such as sharp
commit suicide or run away in terror, and 1d6x20 normal men
teeth and a sibilant, hissing voice. They are highly skilled in
will come in to replace them. A normal man in training typically
seducing and manipulating others and notorious for poisoning
takes 2 years to become a 1st level cultist. Within six months of
their enemies. A cultist of Lotan enjoys a natural immunity
its establishment, a fane automatically becomes a shadowed
to venom, rendering him immune to all poisons, including
sinkhole of evil. It will remain so indefinitely, even if the cultist
magical ones. Second, the cultist possess a glamorous aura that
leaves or dies, unless cleansed.
awes, bedazzles, and seduces those in his presence. He gains a
+2 bonus to reaction rolls to impress and intimidate people he At 11th level, a Cultist may learn and cast ritual divine spells
encounters. If this bonus results in a total of 12 or more, the of great power (6th and 7th level), and craft magical constructs
32 Cultist
Races/Classes
510,000 Patriarch of the Deep, 10th level 10 9d8+2* +4 4 4 3 3 2
675,000 Overlord of the Deep 11 9d8+4* +4 4 4 4 3 3
*Hit point modifiers from constitution are ignored
such as golems and animated statues. He will also be able to held all the dark shades of expression which their staring faces
create necromantic servants and even become undead himself. lacked ... They were the blasphemous fish-frogs of the nameless
These activities are explained in the Campaign chapter of the design - living and horrible.” - H.P. Lovecraft, “The Shadow Over
ACKS core book. Insmouth”
Cultist Proficiency List: Alchemy, Alien Intuition, Alien The deep ones are a race of aquatic monstrosities, part fish,
Lore, Apostasy, Arcane Dabbling, Battle Magic, Black Lore of part frog, and part man, who have inhabited the oceans around
Sakkara, Contemplation, Diplomacy, Divine Blessing, Divine Kanahu for aeons. They battled the serpentmen for dominance;
Health, Familiar, Illusion Resistance, Knowledge, Loremastery, vied for control with the mysterious Visitors; and were the
Magical Engineering, Magical Music, Mystic Aura, Naturalism, targets of numerous holy wars by the lizardmen followers of
Performance, Prestidigitation, Prophecy, Quiet Magic, Lawful Ixchala. And yet, they remain, dwelling under the waves
Seduction, Sensing Good, Sensing Power, Theology, Unflappable in their magnificent, if terrible, reef cities, where they pay tribute
Casting. to their father-god, Dagon, as well as to their over-god, Rahab.
Template: Scheming Chaos Worshipper Deep ones are inspired by the writing of H.P. Lovecraft, and may
Proficiencies: Black Lore of Sakkara, Seduction be easily used in any setting whatsoever with a Lovecraftian bent,
Starting Equipment: Black leather backpack, dark cassock, black well beyond Kanahu. Even outside the realm of Lovecraftian
leather armor, curved dagger, crossbow with horror fiction, they may represent devils of the sea, or fishmen, or
20 bolts, woven blanket, 10 black wax
candles, unholy symbol, 1 week’s iron ration,
50’ rope, tinder box, wine skin, 46cp
even demons of a watery underworld, who come to colonize the Deep one hybrids also have the baleful transformation ability:
shores and corrupt the bodies and souls of men. Corruption is If and when they complete their transformation into full deep
a major theme here, but it befits the denizens of hell as much as ones, the hybrid retains his class abilities and may continue
the creatures of gothic or cosmic horror. to level and grow in HD and in power. The character can
then continue play as a deep one. The baleful transformation,
The deep ones are not content with living underwater, however.
however, requires an unholy ritual of sacrifice to the Chaotic
They seek to infiltrate coastal communities, intermixing with
gods Dagon and Rahab, which costs money and effort (see
the local human population and tainting the blood of men.
Transformation into a Deep One, below).
Indeed, in Kanahu, the old deposed nobility of Harat, mostly
chased from their mansions and seaside castles by Hardun’s Finally, deep one hybrids enjoy significant longevity, and, apart
Army of the Free, are hybrids of men and deep ones. This class from their progressive deformation, are ageless, and enjoy
represents these hybrid bloodlines, who continually devolve a lifespan three times longer than that of normal human. If
from humanity into aquatic monstrosities. they do not undergo a baleful transformation into a full deep
one during life, a hybrid will transform into a full deep one
As half-monstrous beings of great savagery and brute strength,
automatically in lieu of dying of old age. However, in this case
deep one hybrids are highly skilled combatants. At first level,
the character transforms into a deep one monster (NPC) of 2+1
deep one hybrids hit an unarmored foe (AC 0) with an attack
HD with no class features. By virtue of their Chaotic bloodlines,
throw of 10+. Like fighters, they advance in attack throws and
deep one hybrids are immune to ghoul paralysis.
saving throws by two points every three levels of experience.
Deep one hybrids increase their base damage roll from missile When a deep one hybrid reaches 5th level (Deep Vicar), he
and melee attacks by +1 at 1st level and by an additional +1 at may begin to research spells, scribe scrolls, and brew potions.
3rd, 6th, 9th, and 12th level and may perform one cleave attack At 9th level (Patriarch of the Deep), he is able to create more
per level. They may wear any armor, wield any weapon, fight in powerful magic items such as weapons, rings, and staffs.
any style, and use any magical or technological item useable by
At 9th level, a deep one hybrid with sufficient wealth can build a
fighters or clerics.
manor by the sea (or any other large body of water) and become
Deep one hybrids are intimately connected to the forces of the leader of a corrupted coastal community. When he does
Chaos. They may cast divine spells from their spell list, and so, up to 1d4+1x10 0th level deep one hybrids and 1d6 deep
engage in magical research and item creation, as clerics of their one hybrids of 1st-3rd level will come to bask in his Chaotic
level. However, they may not turn undead; instead, they gain a influence. If retained, they must be paid standard rates for
dark blessing from their Chaotic deities: the ability to enter a mercenaries, as these treacherous Chaotic beings would like to
fighting fury. While infuriated, a deep one hybrid gains a +2 profit from the depravity they participate in. Through force of
bonus to attack throws and becomes immune to fear. However, arms, sheer terror, and Chaotic magic, the deep one hybrid may
the character has a -2 penalty to AC and cannot retreat from ultimately control a domain, several domains, or even entire
combat. Once it has begun, the rage cannot be ended until realms. A deep one hybrid’s manor otherwise functions as a
combat ends. fighter’s castle, per the ACKS Campaigns rules.
Blessed by the fish god Dagon, deep one hybrids can swim like At 11th level, a deep one hybrid may learn and cast ritual
fish in water with a swimming movement rate of 120’ per turn. divine spells of great power (6th and 7th level), craft magical
A deep one hybrid can hold his breath for 1 turn (10 minutes). constructs such as golems and animated statues, and perform
the rituals that transform hybrids into deep ones.
Furthermore, they possess tainted blood. Starting in early
adulthood, deep one hybrids begin to reveal a somewhat Deep One Hybrid Proficiency List: Alien Intuition, Alien Lore,
deformed visage, becoming increasingly fish-like with age. Even Apostasy, Battle Magic, Beserkergang, Bribery, Combat Trickery
to those who do not know what these tell-tale signs mean, the (force back, overrun, sunder), Command, Contemplation,
character will look ugly and unworldly, granting him or her a -2 Diplomacy, Disguise, Divine Blessing, Divine Health,
penalty to reaction rolls. However, sentient Chaotic monsters Endurance, Eavesdropping, Fighting Style, Intimidation, Laying
will recognize the character’s true nature and react favorably on Hands, Loremastery, Magical Engineering, Prestidigitation,
towards him or her, granting a +2 bonus to reaction rolls. Prophecy, Quiet Magic, Sensing Evil, Sensing Power, Theology,
Unflappable Casting, Weapon Finesse, Weapon Focus.
34 Deep One Hybrid
Races/Classes
Fourth Level Divine Spells Fifth Level Divine Spells
1 Create Water 1 Charm Monster
2 Cure Serious Wounds* 2 Command Person
3 Dispel Magic 3 Commune
4 Divination 4 Contact Other Plane
5 Fate 5 Fear
6 Infravision 6 Flame Strike
7 Neutralize Poison* 7 Insect Plague
8 Protection from Good, sustained* 8 Quest*
9 Vigor 9 Summon Weather
10 Tongues 10 True Seeing
* Denotes a reversible spell. **Denotes a new spell from this book. Italics denotes a spell from the Player’s Companion.
Template: Harati Noble It requires 5,000gp per character level to transform a hybrid
Proficiencies: Diplomacy, Leadership
into a full deep one. The ritual takes one day per 1,000gp of
cost. The transformation requires a magic research throw. The
Starting Equipment: Mariner’s backpack, sleek greenish scale
armor, helmet with fish head motif, ornate target value for this throw is increased by +1 for every level the
long sword, shield with blacked-out noble character has. Failure on the throw indicates that the character
crest, armiger dress, woven blanket, 3 flasks is dead and cannot be raised except through a wish or a miracle.
of regular oil, gilded lantern, unholy fish
symbol of Dagon, 1 week of iron rations, 50’ To perform the ritual, a deep one hybrid must have access to
rope woven from algae, large sack, water an altar to Dagon and/or Rahab of at least equal in value to the
skin cost of the ritual. For every 10,000gp of value that the altar is
worth above the minimum required for the transformation,
Harati Noble template: This pre-generated template represents the deep one hybrid receives a +1 bonus on his magic research
one of the deposed nobles of the city-state of Harat, all tainted throw. By using additional precious materials, the character
by deep one blood, raised to nobility and court intrigue, and can gain a bonus on his magic research throw, as described on
equipped with the dark relics of his or her family. The template ACKS p. 118. Transforming into a deep one also requires special
is ready for adventure. However, if your deep one hybrid’s INT components for the ritual. These components are usually from
is 13 or greater, you may pick one or more additional general high level human sacrifices, with a total XP value equal to the
proficiencies before play (see Starting Proficiencies in ACKS cost of the research. At least one creature sacrificed must be of
Chapter 4). a level equal to that of the deep one hybrid being transformed.
The Judge will determine the specific components based on the
Transformation into a Deep One ritual involved and local availability. If a character doesn’t know
Deep one hybrids who reach the maximum level of 11th level the components at the outset of the ritual, he learns them when
may transform themselves, or other deep one hybrids, into full the ritual is 50% complete.
deep ones through baleful rituals of sacrifice to the watery gods Even if the ritual is not performed, a deep one hybrid will
Dagon and Rahab. The ‘full’ deep one has as many HD as the eventually still transform into a deep one at the end of its mortal
character had class levels, may breathe both under and above lifespan. However, if the ritual is not undertaken, the resulting
the water indefinitely, is immune to disease and to further aging, deep one is the ordinary 2+1 HD monster described in the
can see in the dark (120’), and may attack with its claws for 1d4- Monsters chapter of this book, with none of the class features
1 damage each, and retains all class abilities and spellcasting (if or special abilities of the class. Most 0th level deep one hybrids
any) the hybrid had in its prior form. As grotesque creatures transform naturally into 2+1 HD deep ones in this manner.
of Chaos, full deep ones suffer a -4 reaction penalty from all
Neutral or Lawful mortals, but enjoy a +4 reaction bonus from
all Chaotic beings.
At 5th level, the dragon incarnate’s greatness of soul begins to GECKOMAN SPIRIT-TALKER
constantly inspire those who follow him. Any henchmen and Prime Requisites: WIS
Races/Classes
mercenaries hired by the dragon incarnate gain a +1 bonus to Requirements: DEX 9; CON 9
their morale score whenever he personally leads them. This Hit Dice: 1d6
bonus stacks with any modifiers from the dragon incarnate’s Maximum Level: 12
Charisma or proficiencies. The two main civilized races of the Barbarians of Kanahu setting
are men and lizardmen; both have built mighty civilizations and
When a dragon incarnate reaches 8th level (Dragon Scourge), impressive works of culture and craftsmanship. At the edges of
he may begin to research spells, scribe magical scrolls, and brew civilization, however, there are other sentient species, such as the
potions. geckomen, who hail from the desert caves and cliffs of Queddar
At 9th level (Dragon Lord), a Dragon Incarnate can also found or and, in a different, more colorful variety, from the deep jungles
capture a fortress and become a mighty leader of men. When he of Mala. Both are uncommon in the countryside of Kanahu,
does so, up to 1d4+1x10 0th level mercenaries and 1d6 Fighters but can be found in the city-states, though usually as a small
of 1st-3rd level will come to apply for jobs and training. If hired, minority compared to the vast masses of men and lizardmen.
they must be paid standard rates for mercenaries. Dragons Outside of Kanahu, it is possible to use geckomen in other
Incarnate’s fortresses are otherwise identical to fighters’ castles, setting. First and foremost, the crossbreeding rules in the ACKS
as detailed in the Campaign chapter of the ACKS Rulebook. core rulebook allow for an easy way to introduce geckomen
Dragon Incarnate Proficiency List: Alien Intuition, Alien into your setting as a cross-breed made by some mad sorcerer
Lore, Ambushing, Battle Magic, Berserkergang, Blind Fighting, between a man and a gecko. But worlds leaning more towards
Climbing, Combat Reflexes, Combat Trickery (disarm, force sword & sorcery can also easily contain entire populations
back, knock down, overrun, sunder, wrestling), Command, of these variant lizardmen, especially in deserts as well as in
Endurance, Familiar, Fighting Style, Manual of Arms, Martial tropical jungles. Finally, there is the possibility of a god or idol of
Training, Magical Engineering, Mountaineering, Mystic Aura, lizards granting his followers the shape and gifts of a geckoman
Precise Shooting, Riding, Running, Seafaring, Skirmishing, as a weird, mixed blessing.
Survival, Swashbuckling, Weapon Finesse, Weapon Focus. Geckomen look like upright, humanoid fan-fingered geckos,
Template: Dragon Chieftain thin and nimble, with large, lidless slit-pupiled eyes dominating
their faces. In Queddar, their scaly skin ranges in color from
Proficiencies: Berserkergang, Leadership
light grey, through yellow-beige, to brown, all sometimes with
Starting Equipment: Leather backpack, iron rations (1 week),
50’ rope, dragon-shaped gilded bracelets yellowish spots. In Mala, their skin tone ranges from greenish-
(worth 20gp), loincloth, heavy leather boots, grey to black, with spots ranging from fire-red to pale yellow.
large sack, tinder box, torches (6), waterskin, Unlike lizardmen, however, their scales are supple and soft,
suit of second-hand bronze banded plate, and give them little protection beyond human skin. They
massive great axe with dragon motif, dagger, stand approximately 5’ tall, not including the tail (which is
longbow, quiver with 20 arrows, 10gp
approximately 2’ long), and weigh 120 lbs on average. Though
their bodies are particularly slim, their tails store body fat,
Dragon Chieftain template: This pre-generated template growing thick and heavy if the geckoman eats well. Geckomen
represents an upstart barbarian chieftain gifted with a dragon’s live as long as typical humans do. There are very little external
soul, an awe-inspiring aura, and a hot temper. The template is differences between males and females (unless the female is
ready for adventure. However, if your dragon incarnate’s INT gravid and thus visibly bloated with eggs), though a geckoman
is 13 or greater, you may pick one or more additional general will recognize the sex of a fellow geckoman or geckowoman at
proficiencies before play (see Starting Proficiencies in ACKS a glance. (Humans who are unfamiliar with geckomen cannot
Chapter 4). recognize geckoman gender; if familiar with them, they’ll
correctly recognize the gender on a proficiency throw of 11+).
Geckomen prefer to be active after dark, and wear very little
clothing in their natural habitat, though they often wear jewelry.
Geckoman Spirit-Talker 37
Most geckomen live in the deserts of Queddar, where their tribes any sheer surface (such as glass) or walk on ceilings at ¼ speed
inhabit barren stone cliffs and deep caves in the rocky parts by succeeding on a proficiency throw to climb walls as a thief
of that wasteland. Several tribes also live in far, tropical Mala, of his level.
among the many trees. They are, first and foremost, hunters. A
Additionally, each geckoman has a detachable tail. A geckoman
geckoman is content to spend countless hours motionless on a
dealt a mortal wound may sacrifice his tail. Sacrificing the
cliff wall, hanging from it by his adhesive toe-pads, lurking for
tail grants a +20 bonus on the geckoman’s subsequent roll on
prey to come - dinosaur, giant insect, or otherwise. When the
the Mortal Wounds table. However, a tail is important to a
prey comes near enough, however, the geckoman acts quickly,
geckoman’s health, as well as balance, and as long as he is tail-
using lighting reflexes, spear, and bow to bring the animal down
less, he suffers a -2 penalty to his Dexterity and Constitution
and secure sustenance for him and his tribe for a few more days.
scores until the tail regrows. Regeneration of a geckoman’s tail
From this predatory nature arise the common psychological
takes 2d3 months.
characteristics of the geckomen: A seemingly endless patience
and a penchant for plotting elaborate plans, which may lay Finally, the geckoman is difficult to spot and has the ability to
unseen for years before closing on their subject like a well- seemingly disappear into rocky and rocky-desert surroundings
placed trap. with a proficiency throw of 3+ on 1d20. In dungeons, if the
geckoman is motionless and quiet in cover, he can escape
Spirit-talkers are the spiritual guides and leaders of the
detection with a proficiency throw of 14+ on 1d20.
geckomen, wise geckomen who act as liaisons between their
tribe and the spiritual world. They can hunt well, as this is However, geckomen are clearly inhuman, and, unlike lizardmen,
always required in the harsh and arid Queddar, but their real their culture and manners are rarely known to humans and are
specialty lies in spiritual (“divine”) magic, as well as their ability hard to fathom; they suffer a -2 penalty to the reactions, loyalty,
to traffick with the spirits around the tribe, win their favor, and and morale of humans and lizardmen. However, geckomen
enlist help for their people. Outside of their tribes, the spirit- get a +2 bonus to the reactions, loyalty, and morale of fellow
talkers sometimes employ their mystical powers and significant geckomen.
magical ability for their own benefit, or hire out as spiritual
advisors for others, even for non-geckomen. Geckoman Spirit-Talker Thief Abilities
Move Hide in Climb
All geckomen have several traits unique to their species, making Level Silently Shadows Walls Backstab
them into efficient ambush predators. First, they possess low- 1 17+ 19+ 6+ x2
light vision. Geckomen have eyes that are so sensitive to light 2 16+ 18+ 5+ x2
that they can see twice as far as normal in dim light. A geckoman
3 15+ 17+ 5+ x2
spirit-talker can read a scroll as long as even the tiniest candle
4 14+ 16+ 4+ x2
flame is next to him as a source of light. Geckomen can see
5 13+ 15+ 4+ x3
outdoors on a moonlit night as well as they can during the day.
6 12+ 14+ 4+ x3
However, geckomen suffer a penalty of -1 to attack throws when
7 10+ 12+ 3+ x3
in bright sunlight. Low-light vision is color vision.
8 8+ 10+ 3+ x3
Second, geckomen have lizard brains that react instinctively to 9 6+ 8+ 3+ x4
danger. A geckomen gains a +1 bonus to initiative and surprise 10 4+ 6+ 3+ x4
rolls. Third, geckoman have adhesive toe pads for climbing. A 11 2+ 4+ 2+ x4
geckomen may climb on most walls or other vertical surfaces at 12 2+ 3+ 2+ x4
½ speed without need for a proficiency throw. He may climb on
38 Geckoman Spirit-Talker
As members of a hunting culture, all spirit-talkers are capable to life or reincarnated. However, he may summon and bind a
combatants, though not as skilled as human fighters. At first new guardian spirit once he reaches a new experience level.
level, spirit-talkers hit an unarmored foe (AC 0) with an attack
Races/Classes
While his guardian spirit is alive and within 30’ of the spirit-
throw of 10+. They advance in attack throws and saving throws
talker, the spirit-talker enjoys divine blessing – a +2 bonus to all
by two points every four levels of experience (i.e. the same as
saving throws resulting from the spirit’s protection.
clerics). They may use bows and crossbows as well as spears
and polearms, and may wield shields. They may not fight two- Also at 1st level, the geckoman spirit-talker may speak with
handed, nor may they dual wield weapons. Spirit-talkers prefer animals (as the spell) at will.
to remain light-footed when on the hunt, and thus cannot wear
From 2nd level (Gecko Healer), geckoman spirit-talkers may
armor heavier than leather. They may also hide in shadows,
cast divine spells, using the spell list given below, and may
move quietly and backstab, and may climb as a racial ability, as
engage in magical research and item creation as clerics. They
shown on the adjoining table.
may use any magical items useable by thieves and clerics.
Starting at 1st level (Gecko Spiritualist), a geckoman spirit-talker
At 5th level (Gecko Totemist), the spirit-talker may perform
has the ability to commune with his ancestral spirits once per
a spiritual ritual to re-gain the ability to cast a spell of a level
week. The spirits will answer three yes-or-no questions to the
he had previously expended. Each spiritual ritual requires one
best of their ability. They are very wise, and know the spirit-
hour (6 turns). In contrast to the austere contemplation of more
talker’s tribe’s history very well, but are not omniscient, and may
civilized priests, spiritual rituals involve ecstatic dancing, wild
not be able to answer all questions accurately. Such details are
drumming, chanting, and intoxicating smoke. The spirit-talker
left to the Judge’s discretion. The ritual to commune with the
may perform a spiritual ritual as often as desired, but may not
ancestor spirits takes one turn (10 minutes) to complete, during
regain the same level of spell more than once per day.
which time the spirit-talker is “out of body” and entirely helpless.
The ritual is so taxing that it may be performed only once per Upon attaining 9th level (Spirit-Talker), the spirit-talker gains
week. Once a year, on the winter solstice, which is sacred to all the ability to spiritwalk. After 1 turn (10 minutes) of chanting,
geckomen, the spirit-talker may ask twice the normal number the spirit-talker enters a deep trance during which his spirit
of questions of his ancestors without angering them. walks free of his body. Once a spiritwalk begins, it continues
until the spirit-talker’s soul returns to his body, to a maximum
At 1st level every geckoman spirit-talker also enjoys a guardian
duration of 1 hour per level. A spiritwalking spirit-talker’s
spirit, an ancestor or nature spirit who favors him. The spirit
soul always has a geckoman form. While spiritwalking, the
is invisible but may materialize at will. It must stay within 30’
spirit-talker can see and hear normally, move around at his
of the spirit-talker at all times. The guardian spirit can move at
normal movement rate, and pass through solid objects without
a rate of 120’, has AC 2, has one attack dealing 1d3 points of
difficulty. However, the spiritwalking spirit-talker cannot see
damage (which may harm creatures who can only be damaged
into, hear sounds from, or move through an area warded by an
by magical weapons), and can climb like a gecko. The spirit
anti-magic shell or protection from evil spell or similar effect.
guardian is as intelligent as any geckoman. It can understand
The spiritwalking spirit-talker is incorporeal and invisible, but
the spirit-talker’s speech, and the spirit talker can understand
can be detected with detect invisible or true seeing, harmed by
his guardian spirit’s speech, though no one else (except for other
spells and magic weapons if detected, and forced to return to his
spirit-talkers) can do so without resorting to a tongues spell.
body with dispel magic. If the spirit-talker’s body is destroyed,
So long as the spirit-talker upholds his tribal traditions, the
the character dies at the end of the spiritwalk. If the spirit-
guardian spirit will be utterly loyal to the spirit-talker and will
talker’s spirit is destroyed, his body falls into a catatonic slumber
fight for him, perform services, and generally respond to any
that can only be lifted with restore life and limb, resurrection,
reasonable request.
or wish. Spiritwalking is so taxing that it can be performed but
Because it is bound to the spirit-talker’s own spirit, the guardian once per week.
spirit always has a number of Hit Dice and maximum hit points
Also upon attaining 9th level, a geckoman spirit-talker may
equal to ½ the spirit talker’s own. It makes saving throws as
claim or excavate a sacred cavern underground. So long as
a cleric of ½ the spirit-talker’s level. If the guardian spirit is
the spirit-talker is currently in favor with the spirits, he can
ever killed, the character must save vs. Death or instantly take
construct sacred cavern at half the normal price due to spiritual
damage equal to the guardian spirit’s maximum total hit points.
providence. Once a sacred cavern is established, the spirit-
If a spirit-talker’s guardian spirit is slain, it may not be restored
talker’s reputation will spread, and he will attract 5d6x10 0th
level geckomen armed with various weapons, plus another 1d6
Geckoman Spirit-Talker 39
geckoman spirit-talkers of 1st-3rd level seeking to learn from his However, if your geckoman spirit-talker’s INT is 13 or greater,
wisdom; they will typically establish a tribal community around you may pick one or more additional general proficiencies
his cavern. They are completely loyal (morale +4). While in the before play if you’d like (see Starting Proficiencies in ACKS
spirit-talker’s service, his followers must be provided food and Chapter 4).
lodging, but need not be paid wages. A sacred cavern otherwise
functions as a cleric’s fortified church, per the ACKS Campaign
chapter. GECKOMAN STALKER
Prime Requisites: DEX
Geckoman Spirit-Talker Proficiency List: Alien Intuition, Requirements: DEX 9; CON 9
Alien Lore, Animal Husbandry, Animal Training, Apostasy, Hit Dice: 1d6
Battle Magic, Beast Friendship, Berserkergang, Command, Maximum Level: 13
Diplomacy, Divine Blessing, Divine Health, Fighting Style, While the geckoman spirit-talkers represent the spiritual
Healing, Laying on Hands, Leadership, Loremastery, guides of the geckoman race, the vast majority of geckomen
Magical Engineering, Naturalism, Passing Without Trace, with a character class are not spirit-talkers, but rather stalkers.
Prestidigitation, Quiet Magic, Sensing Evil, Sensing Power, The stalker is a geckoman hunter, using his natural aptitude
Sniping, Theology, Survival, Tracking, Unflappable Casting, at ambush predation to catch prey – often prey much larger
Weapon Focus. and heavier than the slender geckoman. Outside of their desert
habitat, they excel as thieves and assassins, easily climbing any
Template: Hunting Spiritualist kind of wall and quietly lurking in the shadows in wait for their
Proficiencies: Sniping, Tracking quarry, as comfortable in the alleyways and on the walls of the
Starting Equipment: Dinosaur-skin backpack, dinosaur-skin city-state as they are in the harsh deserts of Queddar.
blanket, rough leather armor, light shield
of leather-wrapped wood, spear with tribal All geckomen have several traits unique to their species, making
decorations, 5 javelins, longbow, quiver with them into efficient ambush predators. First, they possess low-
20 arrows, iron rations for one week, 50’ light vision. Geckomen have eyes that are so sensitive to light
rope, large canvas sack, spirit-dance mask
(“holy symbol”), water skin, tribal jewelry that they can see twice as far as normal in dim light. Geckomen
worth 20gp, loose-fitting desert cloak, 40sp can see outdoors on a moonlit night as well as they can during
in a small sack the day. However, geckomen suffer a penalty of -1 to attack
throws when in bright sunlight. Low-light vision is color vision.
Hunting Spiritualist template: This pre-generated template Second, geckomen have lizard brains that react instinctively to
represents a geckoman spirit-talker well-versed in the life of danger. A geckomen gains a +1 bonus to initiative and surprise
desert hunting, knowing well how to stalk his prey and kill it, rolls. Third, geckoman have adhesive toe pads for climbing. A
either with his spear and his bow, all while under the guidance geckomen may climb on most walls or other vertical surfaces at
and protection of the spirits. The template is ready for adventure. ½ speed without need for a proficiency throw. He may climb on
any sheer surface (such as glass) or walk on ceilings at ¼ speed
40 Geckoman Stalker
Races/Classes
360,000 Warden, 10th Level 10 9d6+2* 4+ 5+ 6+ x4 3+
485,000 Warden, 11th Level 11 9d6+4* 2+ 3+ 4+ x4 2+
610,000 Warden, 12th Level 12 9d6+6* 2+ 2+ 3+ x4 2+
735,000 Master Stalker 13 9d6+8* 1+ 2+ 2+ x5 1+
* Hit point modifiers from Constitution are ignored.
by succeeding on a proficiency throw to climb walls as a thief the Mortal Wounds table. However, a tail is important to a
of his level. geckoman’s health, as well as balance, and as long as he is tail-
less, he suffers a -2 penalty to his Dexterity and Constitution
Additionally, each geckoman has a detachable tail. A geckoman
scores until the tail regrows. Regeneration of a geckoman’s tail
dealt a mortal wound may sacrifice his tail. Sacrificing the
takes 2d3 months. Finally, the geckoman is difficult to spot
tail grants a +20 bonus on the geckoman’s subsequent roll on
and has the ability to seemingly disappear into rocky and rocky-
desert surroundings with a proficiency throw of 3+ on 1d20. In
dungeons, if the geckoman is motionless and quiet in cover, he
can escape detection with a proficiency throw of 14+ on 1d20.
However, geckomen are clearly inhuman, and, unlike lizardmen,
their culture and manners are rarely known to humans and are
hard to fathom; they suffer a -2 penalty to the reactions, loyalty,
and morale of humans and lizardmen. However, geckomen
get a +2 bonus to the reactions, loyalty, and morale of fellow
geckomen.
Geckoman stalkers are skilled hunters of prey, excelling in both
stealth and combat, though not as fully skilled as fighting men.
At first level, stalkers hit an unarmored foe (AC 0) with an
attack throw of 10+. They advance in attack throws and saving
throws by two points every four levels of experience (i.e. the
same as thieves). They may use all ranged weapons, as well as
any one-handed melee weapon, and shields. They may not fight
two-handed nor dual wield weapons. Stalkers prefer to remain
light-footed when on the hunt, and thus cannot wear armor
heavier than leather. They may also hide in shadows, move
quietly, find traps, remove traps, and backstab as noted in the
geckoman Stalker Level Progression table below, and may climb
as a racial ability as noted above.
Template: Trapper To maximize their chances for surviving in the arena, they are
Proficiencies: Survival, Trapping trained in the use of all weapons and armor. They may fight
Starting Equipment: Dinosaur-skin backpack, dinosaur-skin wielding a weapon and shield, wielding a two-handed weapon,
blanket, rough leather armor, light shield or wielding a weapon in each hand, as desired. Lizardman
of leather-wrapped wood, spear with tribal gladiators also learn to use their fangs and claws as formidable
decorations, 5 javelins, longbow, quiver with natural weapons. In lieu of attacking with a normal weapon,
20 arrows, iron rations for one week, 50’ the character can initiate an attack routine consisting of two
rope, large canvas sack, trapping supplies,
water skin, geckoman jewelry worth 20gp, claw attacks and one bite attack. The claws deal 1d3-1 damage
loose-fitting desert cloak, 60sp in a small each, while the bite deals 1d6-1 damage. Both the claw and bite
sack damage will be modified by the character’s STR adjustment
and damage bonus. When the character reaches 5th level, these
Trapper template: This pre-generated template represents a natural weapons become capable of harming creatures only
geckoman stalker adept in living off the wilderness and using harmed by magical weapons.
traps to catch his or her prey. The template is ready for adventure. Lizardman gladiators are bred to have thick, scaly hides that
However, if your geckoman stalker’s INT is 13 or greater, you give them a base unarmored AC of 3 instead of 0. If the character
may pick one or more additional general proficiencies before wears armor, this can further increase their base AC. This hide
play if you’d like (see Starting Proficiencies in ACKS Chapter 4). does, however, reduce their movement rate to 60’ per turn. They
are excellent swimmers with a swimming movement rate of
120’ per turn, and can hold their breath for 1 turn (10 minutes)
LIZARDMAN GLADIATOR without harm.
Prime Requisite: STR
Requirements: STR 9, DEX 9, CON 9 When a lizardman gladiator reaches 5th level (Lizard Exemplar),
Hit Dice: 1d8 his arena reputation begins to inspire others to follow him.
Maximum Level: 11 Any henchmen and mercenaries hired by the gladiator gain a
A lizardman looks like an upright, anthropomorphic water +1 bonus to their morale score whenever he personally leads
monitor, with a long, thick tail, a forked tongue, and a wide them. This bonus stacks with the modifiers from the gladiator’s
brain-case worthy of its human intelligence. Lizardmen are Charisma, proficiencies, and race.
born survivors, bred for manual labor and as cannon-fodder by
the dead serpentmen eons ago. They fight very well and thrive At 9th level (Lizard Warlord), a lizardman gladiator can build
in warm, humid, watery environments, such as their homeland a castle and claw his way into a position of authority. When
of Punt. Lizardmen are warm-blooded (though they resent cold he does so, up to 1d4+1x10 0th level mercenaries and 1d6
climates) and are omnivores with a taste for fresh meat and fish. lizardman gladiators of 1st-3rd level will come to apply for
Outside of Kanahu, this class may be used in any setting where jobs and training. If hired, they must be paid standard rates for
lizardmen have been bred and trained for the arena, and may mercenaries. Through force of arms, the lizardman gladiator
even serve as a somewhat weaker, though faster-advancing, may ultimately control several castles or even entire realms,
alternative to the Thrassian Gladiator given in the Player’s though he can expect to face ongoing challenges from humans
Companion. and other sentients. Additional rules for castles are detailed in
the ACKS Campaign chapter.
42 Lizardman Gladiator
Races/Classes
647,400 Lizard Arena Master 11 9d8+4* +4
*Hit point modifiers from constitution are ignored
Lizardman Hunter 43
LIZARDMAN PRIESTESS foe (AC 0) with an attack throw of 10+. They advance in attack
Prime Requisite: WIS throws and saving throws by two points every four levels of
Requirements: STR 9, DEX 9, CON 9 experience (as clerics). They may use swords, daggers, flails,
Hit Dice: 1d6 and maces, and wear chainmail or lighter armor. They may fight
Maximum Level: 12 with either a weapon and a shield or with two weapons They
Lawful lizardmen worship Ixchala, the monotheistic lizard- may perform one cleave attack per 2 levels of experience.
goddess of law, freedom, civilization, and agriculture. Long ago,
the Grand Matriarch ruled the theocratic lizardman empire Lizardman priestesses also possess fangs and claws, as all
from atop the great pyramid in sacred Tollan as its highest lizardmen do. In lieu of attacking with a normal weapon, the
religious authority. Today, Tollan is in ruins, and no Grand character can initiate an attack routine consisting of two claw
Matriarch rules the lizardmen. But from the fall of the rigid attacks and one bite attack. The claws deal 1d3-1 damage each,
ecclesial hierarchy of Ixchala’s faithful, a much more flexible while the bite deals 1d6-1 damage. Both the claw and bite
priesthood came into being. The priestesses are thus the leaders damage will be modified by the character’s STR adjustment
and damage bonus. When the character reaches 5th level, these
Races/Classes
of the newer lizardman city-states, providing guidance and the
rule of law from atop their pyramids. Lizardman priestesses also natural weapons become capable of harming creatures only
have a connection to Ixchala herself, and are granted significant harmed by magical weapons.
sacred power by their goddess to use in service of their people Lizardman priestesses, like all lizardmen, have thick, scaly
and of Law. While many a priestess serves at a pyramid with hides that give them a base unarmored AC of 3 instead of 0. If
her sisters, some venture forth into the swamps and jungles, or the character wears armor, this can further increase their base
even into the temperate human lands of Kanahu to the north, to AC. This hide does, however, reduce their land movement rate
spread their faith, tend to the faithful, and further the cause of to 60’ per turn. They are excellent swimmers with a swimming
Law against the malignant cults of Chaos. movement rate of 120’ per turn, and can hold their breath for 1
Ixchala and her perpetual war against Chaos is a feature of the turn (10 minutes) without harm.
Kanahu setting. However, any lizardman, or lizard-like sentient Because of their connection to their goddess, priestesses of
humanoid who serves a Lawful god may use this class; perhaps Ixchala have the ability to turn undead as clerics of their level,
even a Thrassian, in the Auran Empire setting, who has chosen beginning from 1st level (Novice). There is no limit to how
to worship Ammonar rather than the Chthonic gods of Zahar. often a priestess may attempt to turn undead each day, but if an
Lizardman priestesses are skilled combatants – not as good as attempt to turn undead fails during an encounter, the priestess
fighters, but good enough to slay the foes of Law with their sharp may not attempt to turn undead again for the remainder of that
sacrificial daggers. At first level, priestesses hit an unarmored encounter.
Starting at 2nd level (Daughter of Ixchala), lizardman priestesses Lizardman Priestess Proficiency List: Alchemy, Alien Lore,
may manifest their goddess’ power in the form of divine Alien Intuition, Animal Husbandry, Apostasy, Arcane Dabbling,
spells, which are granted through prayer, worship, and animal Beast Friendship, Contemplation, Diplomacy, Divine Blessing,
sacrifice. The power and number of divine spells available to the Divine Health, Healing, Illusion Resistance, Knowledge,
character are determined by level according to the lizardman Laying on Hands, Loremastery, Magical Engineering, Magical
Priestess Spell Progression table. They have their own spell list, Music, Mystic Aura, Naturalism, Performance, Prestidigitation,
below. Profession, Prophecy, Quiet Magic, Righteous Turning, Sensing
Evil, Sensing Power, Theology, Unflappable Casting.
When the lizardman priestess reaches her 5th level (Sister-
Disciple), she develops a divine connection with the goddess. Template: Travelling Priestess
Thereafter she may commune with Ixchala herself once per Proficiencies: Healing, Mystic Aura
week, as per the spell. It takes 1 turn (10 minutes) to commune Starting Equipment: Reed Backpack, 2 flasks of common oil,
with Ixchala. hooded lantern, polished scale armor,
old but sharpened short sword, dagger,
At the 9th level (Matriarch), the lizardman priestess masters sacrificial dagger of Ixchala (holy symbol),
the art of sermon and deeply impressive sacrificial rites, and Holy Book of Ixchala, iron rations for 1 week,
thus may inspire holy fervor in her followers - any hirelings or mirror, tinder box, water skin, priestess’
followers who worship Ixchala gain a +1 bonus to their morale cassock, silken sash, purse with 10sp.
score whenever she is present.
Also upon attaining 9th level (Matriarch), a lizardman priestess Travelling Priestess Template: This pre-generated template
may establish or build a pyramid. So long as the priestess is represents a lizardman priestess travelling the roads and
currently in favor with Ixchala, and remains Lawful, she may countryside, preaching the faith in Ixchala and healing the sick.
buy or build her pyramid at half the normal price due to divine The template is ready for adventure. However, if your priestess’s
providence. Once a pyramid is erected, the priestess’ reputation INT is 13 or greater, you may pick one or more additional
will spread and she will attract 5d6x10 0th level lizardmen general proficiencies before play if you’d like.
armed with various weapons, plus another 1d6 lizardmen
priestesses of 1st-3rd level seeking to follow her in the worship
of Ixchala. They are completely loyal (morale +4). While in
the priestess’ service, her followers must be provided food and
lodging, but need not be paid wages. A lizardman priestess’s
pyramid otherwise functions as a cleric’s fortified church, per
the ACKS Campaign chapter.
46 Lizardman Priestess
LIZARDMAN WARRIOR Lizardman warriors, like all lizardmen, also have thick, scaly
Prime Requisite: depends on totem hides that give them a base unarmored AC of 3 instead of 0. If
Requirements: STR 9, DEX 9, CON 9 the character wears armor, this can further increase their base
Hit Dice: 1d8 AC. This hide does, however, reduce their land movement rate
Maximum Level: 12 to 60’ per turn. They are excellent swimmers with a swimming
While, in the eyes of most Kanahi humans, the archetypal movement rate of 120’ per turn, and can hold their breath for 1
fighting lizardman is a gladiator bred for combat, in reality turn (10 minutes) without harm.
the vast majority of lizardman combatants are warriors, not
gladiators. These lizards-at-arms train from a young age in Totem Animal Key Ability Benefit
skirmish combat with sword, spear, bow, and shield, and enjoy Tyrannosaur STR Berserkergang
the protection and guidance of their order’s totem. Fully painted Raven INT Alertness
in war-paint and wearing masks to represent their totem, these Python WIS Beast Friendship
warriors might fool the onlooker in their visage of barbarism; Cobra DEX Combat Reflexes
Races/Classes
but, in reality, behind each mask hides a highly trained warrior Triceratops CON Survival
on par with the best fighters of Kanahu. Such warriors, as well as Eagle CHA Command
their orders or secret societies, exist throughout Punt and Mala,
and many lizardman warriors also venture into the searing
All lizardman warriors belong to orders, or secret societies.
sands of Sakkara and the fertile lands of Kanahu to the north,
Each of these orders of warriors looks to one totem animal as
looking for gold and glory. Aside from Kanahu, any setting in
its exemplar of combat prowess, and trains in the spirit of this
which lizardmen have a more structured tribal society could
animal. This devotion grants the warrior a totem benefit – a
make use of this class; in the Auran empire setting, this class
bonus proficiency related to the totem. For example, a lizardman
could represent the elite warriors of an isolated Thrassian tribe
cobra-warrior receives the Combat Reflexes proficiency for
from the Ivory Kingdoms or far west.
free. The totem animal should be a creature appropriate to
Lizardman warriors are highly skilled combatants. At first level, the character’s ability scores; secret societies accept neophyte
lizardman warriors hit an unarmored foe (AC 0) with an attack warriors with traits appropriate for their totem. For example,
throw of 10+. Like fighters, they advance in attack throws and a lizardman warrior with high STR might have a tyrannosaur
saving throws by two points every three levels of experience. totem, while a warrior with high WIS might have a python
lizardman fighters increase their base damage roll from missile totem, and one with high CHA might choose an eagle totem.
and melee attacks by +1 at 1st level and by an additional +1 at At a minimum, the warrior must possess an ability score of at
3rd, 6th, 9th, and 12th level and may perform one cleave attack least 9 in his totem animal’s key ability. The totems, as well as
per level. They may wear chainmail or lighter armor, wield any their requirements and benefits, are listed in the accompanying
weapon, fight in any style, and use any magical or technological Lizard Warrior Totems table.
item usable by fighters.
At 9th level (Warleader), a lizardman warrior can found or
Lizardman warriors also possess fangs and claws, as all capture a fortified camp and become a mighty leader of
lizardmen do. In lieu of attacking with a normal weapon, the lizardmen. When he does so, up to 1d4+1x10 0th level lizardman
character can initiate an attack routine consisting of two claw mercenaries and 1d6 lizardman warriors of 1st-3rd level will
attacks and one bite attack. The claws deal 1d3-1 damage each, come to apply for jobs and training. If hired, they must be paid
while the bite deals 1d6-1 damage. Both the claw and bite standard rates for mercenaries. Lizardman warriors’ fortified
damage will be modified by the character’s STR adjustment camps are otherwise identical to fighters’ castles, as detailed in
and damage bonus. When the character reaches 5th level, these the ACKS Campaign chapter.
natural weapons become capable of harming creatures only
harmed by magical weapons.
Lizardman Warrior 47
48 Lizardman Witch-Doctor
10+. They advance in attack throws by two points every four on saving throws, but if the familiar is ever killed, the character
levels of experience (i.e. the same as thieves) but use the saving must save vs. Death or instantly take damage equal to the
throw progression of mages. Witch-doctors may make one familiar’s maximum total hit points. If a witch-doctor’s familiar
cleave attack per two levels of experience. They are not, however, is slain, he will gain a new familiar when he earns his next level
skilled in the use of armor, and may not use any kind of it, nor of experience.
can they use shields. They can, however, use any one-handed
Upon reaching 5th level (Lizard Thaumaturge), a witch-doctor
melee weapon, as well as all missile weapons.
begins to unlock the secrets of the dark arts. He may control
Lizardman witch-doctors also possess fangs and claws, as all undead as a Chaotic cleric of one half his class level. If the witch-
lizardmen do. In lieu of attacking with a normal weapon, the doctor casts spells that require a saving throw vs. Death, his
character can initiate an attack routine consisting of two claw targets suffer a -2 penalty on the save. When the witch-doctor
attacks and one bite attack. The claws deal 1d3-1 damage each, casts necromantic spells, the spell effects are calculated as if he
while the bite deals 1d6-1 damage. Both the claw and bite were two levels higher than his actual caster level.
damage will be modified by the character’s STR adjustment
Races/Classes
Also at 5th level, he may begin to research spells, scribe magical
and damage bonus. When the character reaches 5th level, these
scrolls, and brew potions.
natural weapons become capable of harming creatures only
harmed by magical weapons. At 7th level (Lizard Sorcerer), a witch-doctor may begin to
contact dark powers such as spirits, demons and other beings
Lizardman witch-doctors, like all lizardmen, also have thick,
of the Beyond. These beings possess near omniscience, but
scaly hides that give them a base unarmored AC of 3 instead
contact with them can be mind-shattering. Contacting the dark
of 0. This hide does, however, reduce their land movement rate
powers takes 1 turn (10 minutes) and is so taxing that the witch-
to 60’ per turn. They are excellent swimmers with a swimming
doctor may only do so once per week. The effect is resolved as
movement rate of 120’ per turn, and can hold their breath for 1
per the mage spell contact other plane.
turn (10 minutes) without harm.
At 9th level (Lizard Wizard), a witch-doctor is able to create
Lizardman witch-doctors learn and cast arcane spells as mages
more powerful magic items such as weapons, rings, and staffs.
of their level. The number and levels of spells the witch-doctor
The witch-doctor may also cast ritual spells of a necromantic
can use in a single day is summarized on the Lizardman Witch-
nature and create necromantic servants as a mage of 11th level.
Doctor Spell Progression table. Like a mage, the witch-doctor’s
spell selection is limited to the spells in his repertoire. A witch- At this level, a witch-doctor may also build an abode,
doctor’s repertoire can include a number of spells up to the archetypically a crooked hut in the middle of a forest or a swamp,
number and level of spells listed for his level, increased by his when he reaches 9th level. He will then attract 1d6 witch-doctor
Intelligence bonus. A witch-doctor can use any magic items apprentices of 1st-3rd level plus 2d6 level 0 lizardmen seeking
usable by mages. to become witch-doctors. Their intelligence scores will be above
average, but many will become discouraged from the rigorous
At 3rd level, (Soothe-Sayer), the witch-doctor attracts a familiar.
mental training and quit after 1d6 months. While in the
The familiar will be a creature appropriate to the character’s
witch-doctor’s service, apprentices must be provided food and
alignment and spell signature. The most common familiars are
lodging, but need not be paid wages. If the witch-doctor digs a
large insects, small dinosaurs, crows, owls, pythons, and vipers.
dungeon beneath or near his abode, monsters will start to arrive
The familiar always has a number of Hit Dice and maximum
to dwell within, followed shortly by adventurers seeking to
hit points equal to ½ the witch-doctor’s; Intelligence equal to
fight them, giving the character a chance of harvesting monster
the witch-doctor’s Intelligence; and a number of general and
parts. Witch-doctor’s abodes are otherwise identical to mage’s
class proficiencies equal to the witch-doctor’s, selected from the
sanctums, as detailed in the ACKS Campaign chapter.
witch-doctor’s class list. The familiar can always understand any
languages spoken by its witch-doctor master, and the witch- At 11th level, a witch-doctor may learn and cast ritual arcane
doctor will be able to understand the familiar’s speech, though spells of great power (7th, 8th, and 9th level), craft magical
no one else will without resorting to speak with animals. constructs, and create magical cross-breeds. These rules are in
The familiar is utterly loyal to the witch-doctor, and will fight the Campaign chapter of the ACKS core book.
for him, perform services, and generally obey his commands.
While the familiar is within 30’, the witch-doctor will receive +1
Lizardman Witch-Doctor 49
and Sunder special maneuvers (ACKS Chapter 6) at no attack Feral Savage Template: This pre-generated template represents
penalty, representing great might and brutality in hand-to-hand a savage mog brute who came from the wilds to seek his
combat. Furthermore, he possesses bone-breaking strength. fame and fortune – and rip arms from people – in (relative)
The mog does 1d6-1 points of damage with his unarmed attacks, civilization. The template is ready for adventure.
and may make two attacks per round when unarmed. When the
character reaches 5th level, his natural attacks become capable of
harming creatures only harmed by magical weapons. The mog NECROMANCER
can also enter a fighting fury at will; while furious, the character Prime Requisite: WIS
gains a +2 bonus to damage rolls and becomes immune to fear. Requirements: WIS 9, must be Chaotic
Hit Dice: 1d4
However, the character cannot retreat from combat. Once it
Maximum Level: 14
has begun, a fighting fury cannot be ended until combat ends.
In common parlance, a “necromancer” is simply a spellcaster,
Finally, the mog is skilled in pugilism and thus knows how to
archetypically a mage, who specializes in spells related to the
defend himself in a brawl even when not wearing armor. When
dead and death. However, a true necromancer is not a mage,
Races/Classes
unarmored, the mog enjoys a +1 bonus to his armor class at 1st
but a specialized cleric of Pazuzu (known in Sakkara as Apep),
level, which increases to +2 when he reaches 7th level.
the evil god of Undead and Sorcery. Such vile priests seek to
At 9th level (Brutal Warlord), a mog brute can build a war camp transcend death, and raise mighty armies of the dead to conquer
and attract fighters, both mog and human, with his sheer battle lands for the glory of their undead god. These villainous priests
prowess. When he does so, up to 1d4+1x10 0th level human are typically behind all sorts of terrible events, from the theft
mercenaries and 1d6 mog brutes of 1st-3rd level will come to of corpses from their graves to plagues and outbreaks of
apply for jobs and training. If hired, they must be paid standard walking dead. Many a lich started its horrid journey as a lowly
rates for mercenaries. A mog’s war camp is otherwise identical necromancer of Pazuzu, eventually cheating death and pursuing
to a fighter’s castle, as detailed in the ACKS Campaign chapter. an unliving existence beyond the grave. More generally, a
necromancer may represent the servants of any Chaotic god of
Mog Brute Proficiency List: Acrobatics, Alertness,
the Dead and/or of Undeath.
Ambushing, Berserkergang, Blind Fighting, Climbing, Combat
Reflexes, Command, Dungeon Bashing, Endurance, Gambling, Necromancers seek to master life and death, and thus study
Intimidation, Kin-Slaying, Manual of Arms, Military Strategy, combat, though not as intensely as fighters. At 1st level, they hit
Performance, Precise Shooting, Running, Skirmishing, Survival, an unarmored foe (AC 0) with an attack throw of 10+. They
Swashbuckling, Tracking, Weapon Finesse, Weapon Focus. advance in attack throws and saving throws by two points every
four levels of experience. Necromancers may only use swords,
Template: Feral Savage daggers (including sickles, which use the stats for a short
Proficiencies: Combat Reflexes, Survival sword), bows, and crossbows, and may only wear leather armor
Starting Equipment: Hide armor, dagger, two-handed club, crude or lighter. They may not use shields but may either use a single
backpack, 5 torches, 2, leather water skin, one-handed weapon, two weapons, or a two-handed weapon.
weeks’ of smoke dinosaur meat, hand-woven
rope, 15gp They gain one Cleave attack every two levels. They progress in
saving throws and Proficiencies as clerics.
Necromancer 51
A necromancer’s early career typically revolves around the At 9th level, a necromancer is also able to create more powerful
theft of corpses and various sorts of unsavory and proscribed magic items such as weapons, rings, and staffs. He will also
research, so every necromancer knows how to move undetected be able to cast ritual spells of a necromantic nature, create
and enter places he is not allowed to. A necromancer may move necromantic servants and even become undead himself, assisted
silently, hide in shadows, and climb walls as a thief of his level. by his after the flesh ability.
52 Necromancer
Races/Classes
Fourth Level Divine Spells Fifth Level Divine Spells
1 Animate Dead 1 Charm Monster
2 Control Undead 2 Command Person
3 Cure Serious Wounds* 3 Commune
4 Dispel Magic 4 Contact Other Plane
5 Divination 5 Fear
6 Fate 6 Flame Strike
7 Neutralize Poison* 7 Insect Plague
8 Nondetection 8 Quest*
9 Protection from Good, sustained* 9 Strength of Mind*
10 Tongues 10 True Seeing
* Denotes a reversible spell. Italics denotes a spell from the Player’s Companion.
At 11th level, a necromancer may learn and cast ritual divine NEPHIL
spells of great power (6th and 7th level), and craft magical Prime Requisite: INT
constructs such as golems and animated statues. These activities Requirements: DEX 10, INT 10, CON less than 16
are explained in the Campaign chapter of the ACKS core book. Hit Dice: 1d4
Maximum Level: 11
Necromancer Proficiency List: Alchemy, Alien Lore, The enigmatic Visitors came from beyond the stars to pursue
Alien Intuition, Apostasy, Arcane Dabbling, Battle Magic, ends unknown on Kanahu. As part of their mysterious mission,
Contemplation, Diplomacy, Divine Blessing, Divine Health, from time to time they abduct ordinary humans (and, less
Endurance, Familiar, Illusion Resistance, Knowledge, frequently, lizardmen, geckomen, or even bugmen) to perform
Loremastery, Magical Engineering, Magical Music, Mystic experiments on them. Males are usually dissected and disposed
Aura, Naturalism, Prestidigitation, Profession, Prophecy, Quiet of, but female captives may be impregnated with hybrid fetuses,
Magic, Sensing Good, Sensing Power, Theology, Unflappable created by eldritch rituals in the Visitors’ alien laboratories.
Casting, Wakefulness. These Nephilim, half human and half Visitor, grow up to be
Template: Corpse Thief eccentric outsiders, belonging to neither the terrestrial world
nor the alien realms. Some are later retrieved by their alien
Proficiencies: Quiet Magic, Mapping
sires to serve an unfathomable higher purpose, but many are
Starting Equipment: Black leather backpack, dark cassock,
darkened leather armor, Kris dagger, abandoned.
crossbow with 20 bolts, woven blanket, The Visitors have visited many worlds. Thus, any ACKS
unholy four-winged idol of Pazuzu, 1 week’s
iron ration, 50’ rope, tinder box, wine skin, setting where science-fiction and/or science-fantasy content is
46cp appropriate may have Visitor and with them, Nephilim. The
Nephilim class does, however, rely on the existence of alien
artifacts in the setting, without which several of its abilities lose
Corpse Thief template: This pre-generated template represents
their usefulness. Therefore, the class is most appropriate in a
a necromancer out to rob tombs of their bodies in order to gain
setting where such technology is in use, at least as treasure.
new corpses for his dark purposes, stealing, on the side, any
magical treasure present in the tombs. The template is ready for Nephilim are usually somewhat shorter than ordinary humans,
adventure. However, if your necromancer’s INT is 13 or greater, rarely standing taller than 5’, slight of build, with greyish skin
you may pick one or more additional general proficiencies and oily hair, usually black but sometimes red. Their alien
before play if you’d like (see Starting Proficiencies in ACKS heritage marks all Nephilim with large, almond-shaped multi-
Chapter 4). faceted eyes, similar to those of their Visitor progenitors, and
with an instinctive knack for deciphering alien technology.
While sometimes shunned by superstitious humans, their alien
origin is a great boon for the Nephilim, who may work wonders
with their unique combination of alien tech and arcane magic.
Nephil 53
Races/Classes
research
630,000 Alien Lord, 10th level 10 9d4+1* 4+ 5+ 3 3 3 3 2 -
836,000 Alien Overlord 11 9d4+2* Magic research (adv.) 3+ 3+ 4 3 3 3 2 1
*Hit point modifiers from constitution are ignored
Nephilim lack the physique or temperament for heavy the Alien Lore proficiency in weapons, armor, and chemicals.
fighting, but given their outcast status they do learn to defend Nephilim can achieve On-the-Spot Understanding of an alien
themselves against prejudiced mobs. At first level, Nephilim hit artifact from these three categories on a proficiency throw of 7+,
an unarmored foe (AC 0) with an attack throw of 10+. They and only suffer mishaps on a natural 1 in those categories. They
advance in attack throws by two points every four levels of can rely on their subconscious alien intuition to achieve On-
experience (i.e. the same as thieves), but use the saving throw the-Spot Understanding with all other types of alien tech on a
progression of mages. They may use leather armor, as well as all proficiency throw of 11+ (with mishaps only on a 1). Their alien
light technological armors, and may cast spells while in armor. intuition also grants them a +1 bonus on all research throws
They may fight with any one-handed melee weapon, as well as related to alien technology.
all missile weapons, and may use any magical and technological
Nephilim have the occult running through their inhuman
items usable by mages and thieves.
blood, and thus may learn and cast arcane spells as mages of
Because of their alien heritage and well-developed intellect, their level. The number and levels of spells the Nephil can use
Nephilim have a knack for mechanical contraptions, and may in a single day is summarized on the Nephil Spell Progression
open locks, find traps, and remove traps as thieves of their table. Like a mage, the Nephil’s spell selection is limited to the
level. Nephilim are also highly tuned to their surroundings and spells in his repertoire. A Nephil’s repertoire can include a
enjoy sharp alien senses that grant a +1 bonus to avoid surprise number of spells up to the number and level of spells listed for
and a +4 bonus on any proficiency throws to hear noises and his level, increased by his Intelligence bonus.
detect secret doors. With a proficiency throw of 18+ a Nephil
When a Nephil reaches 5th level (Weird), he may begin to
can notice secret doors with just casual observation.
research spells, scribe magical scrolls, and brew potions.
Thanks to the genes inherited from their telepathic alien When a Nephil reaches 9th level (Alien Lord), he is able to
progenitors, Nephilim may use ESP (as per the spell) every 8 create more powerful magic items such as weapons, rings, and
hours, with a casting time of 1 round. They have a telepathic staffs.
ability to perceive intentions and always know the exact
At 9th level a Nephil may also build an alienage, usually a well-
reaction result (Hostile, Unfriendly, etc.) of creatures they
hidden underground vault. He will then attract 1d6 Nephilim
interact with, even if the creatures attempt to lie or conceal their
apprentices of 1st -3rd level plus 2d6 level 0 Nephilim seeking
intentions. Creatures with a CHA greater than the character’s
to learn how to better master their in-born alien potential. Their
WIS are immune to this power, though the character will know
intelligence scores will be above average, but many will become
they are immune.
discouraged from the rigorous mental training and quit after
Nephilim possess an instinctive knowledge – an inborn alien 1d6 months. While in the Nephil’s service, apprentices must
lore - of Visitor technology, and thus have the equivalent of be provided food and lodging, but need not be paid wages.
56 Terran Cosmonaut
Terran Cosmonauts do not start the game with the standard Terran Cosmonaut Proficiency List: Acrobatics, Alertness,
Races/Classes
allotment of gold. Instead, their space capsule includes advanced Alien Lore, Blind Fighting, Combat Reflexes, Combat Trickery
survival supplies, as follows: (disarm, force back, knock down, overrun, sunder), Command,
Dungeon Bashing, Endurance, Engineering, Fighting Style,
• Flight Suit - treat as a Visitor environment suit but with
Gambling, Intimidation, Knowledge (Any), Leadership, Manual
double weight.
of Arms, Military Strategy, Precise Shooting, Riding, Running,
• Flashlight – as bullseye lamp but heatless. Battery provides Siege Engineering, Skirmishing, Survival, Swashbuckling,
power for up to 12 hours of operation. Weapon Finesse, Weapon Focus.
• Radio – none of the natives has a radio set, but using this Template: Capsule Pilot
radio might attract the attention of Visitors. Proficiencies: Engineering, Survival
• First-aid kit – has enough supplies for 1d6 uses. When using Starting Equipment: As noted above
it, increase the character’s effective Healing proficiency by
1. For example, a cosmonaut without any first aid training Capsule Pilot template: This pre-generated template represents
will function as if he has Healing 1 when using the kit. a spaceman trained in science and survival who crashed on
• Emergency rations enough to feed one person for 8 days. Kanahu. The template is ready for adventure. However, if your
Terran Cosmonaut’s INT is 13 or greater, you may pick one or
• Canteen with 1 liter of water. Refillable, of course. more additional general proficiencies before play (see Starting
• 10 water purification pills (see the technology chapter of Proficiencies in ACKS Chapter 4).
this book).
• Machete – treat as Short Sword. TERRAN STARMAN
Prime Requisites: INT and CON
• Folding knife – for field use, too small for combat. Requirements: INT 10, CON 10
• Pistol with 3 magazines – each with 10 rounds. Hit Dice: 1d6
Maximum Level: 11
• Sewing kit. Centuries after the Cosmonaut rode fire to the sky, Terra took
• Match box with 20 matches (start fire automatically). to the stars with fusion rockets and transdimensional jump
drives. This gave rise to Starmen – hardy explorers who piloted
• Fishing kit. starships to strange new worlds to claim them in the name of
• Wire saw. Mother Terra. The Starman is familiar with the Visitors – Terra’s
old enemies - and their technology, as well as with the advanced
• 3 flares – used for illumination (each as torch; lasts for 1 science and technology of 23rd Century humanity. While he
hour) and attracting attention. has neither the martial prowess of a born and bred barbarian
When a Terran Cosmonaut attains 9th level (Star Lord), he can warrior nor a sorcerer’s eldritch might, he is incredibly educated
establish a forward base on Kanahu. When he does so, up to in Kanahi standards – on par with the highest sages and often
1d4+1x10 0th level human mercenaries and 1d6 human fighters surpassing them. Trained in science and rational thought, he
of 1st-3rd level will come to apply for jobs and training. If hired, uses his knowledge and sharp mind to survive in this hostile
they must be paid standard rates for mercenaries. Forward bases land of monsters and magic.
camps are otherwise identical to fighters’ castles, as detailed in The Terran Starman class represents characters who hail
the Campaign chapter of the ACKS Rulebook. from the futuristic Terran Navy. For ease of play, the Terran
cosmonaut class assumes that, while the character recently
came from Terra, he learned at least the rudiments of the local
language. All Terran Starmen also know the Visitor language.
Starmen know how to defend themselves, although they tend
to lack the instinctive prowess of the earlier cosmonauts. At first
level, starmen hit an unarmored foe (AC 0) with an attack throw
Terran Starman 57
of 10+. They advance in attack throws and saving throws by two Command Branch
points every four levels of experience (i.e. the same as thieves). Command branch trains the leaders of the Terran Navy,
They may use any missile weapons and any one-handed melee instilling them with the confidence they need to lead the future’s
weapons. They are not trained in the use of shields, but may use finest fighting force.
two weapons at once or a single two-handed weapon. They may
Branch Power: The starman can inspire exceptional
perform one cleave attack per 2 levels of experience.
performance. Inspiring exceptional performance requires a few
However, starmen are experts in advanced science. Every moments of oration (one round) and grants the starman’s allies
starman is familiar with technology, capable of quickly within a 50’ radius a +1 bonus to initiative rolls, attack throws,
recognizing and examining devices such as weapons, tools, and and proficiency throws for 10 minutes (1 turn). He can inspire
machines in a scientific manner. He can achieve On the Spot exceptional performance in any given character once per day
Understanding with all alien technology on a proficiency throw per class level.
of 11+ (with mishaps only on a 1). He has also received advanced
Branch Proficiencies: Command, Leadership
technology training in weapons, armor, and starship systems.
Every starman begins play with the Alien Lore (vehicles), Alien
Engineering Branch
Lore (weapons), and Alien Lore (armor) proficiencies. Because
This branch of service trains the resourceful technicians of the
of his scientific mindset, he can use alien technology as if he
Terran Navy how to use, operate, repair, and maintain advanced
were an arcane spellcaster. (See the New Proficiencies section on
technology.
p. 17 and the Technology rules on p. 94 for more details.) Finally,
a starman is trained in modern thought, with its emphasis on Branch Power: The starman has engineering aptitude. He can
causal determinism, materialism, and empiricism, granting repair technological devices in one-half the normal time for
him a +3 bonus on saving throws against enchantments and one-half the normal cost in spare parts. (See p. 97 for details on
illusions. repairing technological devices.)
Prior to departing for outer space, every starman also chooses Branch Proficiencies: Alien Lore (robots), Engineering
a branch of service that provides additional training and
equipment. Each branch grants one custom power and two Medical Branch
bonus proficiencies. There are five branches available to a The medical branch recruits and trains empathic, diligent
starman: Command, Engineering, Medical, Science, and starmen to be doctors, nurses, and field medics.
Tactical. The Judge can create additional branches if desired.
Branch Power: The starman has received broad-spectrum
inoculations against pathogens. He is immune to all forms of
disease, including magical diseases caused by spells, mummies,
or lycanthropes.
58 Terran Starman
Branch Proficiencies: Alien Lore (chemicals), Healing (This When a Terran Starman attains 9th level (Admiral), he can
represents a starman trained just as a field medic – for a full- establish a research facility on Kanahu. 2d6 thieves, eager to
fledged physician the starman will need to spend two additional profit from his technical knowledge, of 1st level, will offer to
proficiency slots.) work for him. If hired, they must be paid standard rates for
ruffians. A Terran Starman’s research facility follows the rules
Science Branch for hideouts detailed in the Hideouts & Hijinks section of
This branch selects for highly intelligent starmen to receive Chapter 7 of the ACKS core-book.
instruction in fields such as xenobiology, hyperspace physics,
Terran Starman Proficiency List: Acrobatics, Alertness,
and quantum communications.
Alien Lore, Blind Fighting, Combat Reflexes, Combat Trickery
Branch Power: The starman can analyze data to help determine (disarm, force back, knock down, overrun, sunder), Command,
the most favorable course of action. Analyzing data requires Diplomacy, Dungeon Bashing, Endurance, Engineering,
one turn (10 minutes) and the starman must have access to a Fighting Style, Gambling, Intimidation, Knowledge (Any),
multiscanner. Analyzing data will provide the starman with Leadership, Manual of Arms, Military Strategy, Precise
Races/Classes
useful information regarding a question concerning a specific Shooting, Riding, Running, Siege Engineering, Skirmishing,
goal, event, or activity that is to occur within one week. The Survival, Swashbuckling, Weapon Finesse, Weapon Focus.
future is ever-changing, so if the starman does not act on the
information, it will quickly become useless. To successfully Template: Star Hero (Command Branch)
analyze data the starman must make a proficiency throw of 8+. Proficiencies: Precise Shooting, Military Strategy
The proficiency throw is reduced by to 7+ at 9th level and 6+ at Starting Equipment: As noted above
12th level. Since over-analysis is never fruitful, a starman can
analyze data no more than once per day. Star Hero: This pre-generated template represents a space
Branch Proficiencies: Alien Lore (general devices), Naturalism explorer who boldly went where no man has gone before,
only to find himself stranded on Kanahu. The template is
Tactical Branch ready for adventure. However, if your Terran Starman’s INT
Tactical branch trains intrepid starmen in the use of advanced is 13 or greater, you may pick one or more additional general
weapon systems, security, and small unit tactics. proficiencies before play (see Starting Proficiencies in ACKS
Chapter 4).
Branch Power: The starman is a weapon systems expert. When
using technological ranged weapons, he can cleave once per
level (rather than once per two levels), and achieves critical hits
on an attack throw that exceeds the target value by 8 or more.
Branch Proficiencies: Alertness, Military Strategy
Terran Starmen do not start the game with the standard
allotment of gold. Instead, their escape pod includes advanced
technological tools, as follows (equivalent to Visitor equipment):
• Breather
• Environment Suit
• Multitool – an advanced multi-purpose technological tool
capable of functioning as Thieves’ Tools and various other
small tools (such as jewelry tools).
• Multiscanner
• Plasma Pistol
• 2 Energy Crystals
• 3 Panaceas
• 5 Wonder Meals
• 3 Glow Sticks.
Terran technology generally functions like Visitor technology,
albeit with cosmetic differences. For instance, a Terran plasma
pistol fires a different color of plasma bolt than its Visitor
counterpart.
Terran Starman 59
Plants are sentient vegetable creatures. Plants are immune to Restrained: A restrained creature cannot move, but can still
all charm, sleep, and hold spells, to stunning, and to poisons attack, cast spells, take actions in lieu of attacking, or attempt to
not designed to work on plants. They are vulnerable to spells escape. The opponent which restrained it can automatically deal
that affect plants. Note that for game purposes, the plant type damage on its initiative each round to the restrained creature
includes fungi. without having to make an attack throw. Doing so counts as the
opponent’s attack with whatever special natural weapon it used
Type Monsters to restrain the creature. The restrained creature still receives a
Animal Anomalocarid, Dinosaur (all), Giant Frog, saving throw against any special effects of the attack (such as
Giant Constricting Viper, Monitor Lizard (all), poison, etc.). A restrained creature also has the vulnerable
Terror Bird condition while it is restrained. Sometimes a creature can be
Construct Serpentile Machine restrained by multiple causes (such as several tentacles); when
Fantastic Creature Aboleth, Aranea, Choker, Chuul, Coatl, this occurs, the restrained creature suffers an additional -1
Darkmantle, Deep One, Destrachan, Digester, penalty on its attack throws for each additional cause of restraint,
Gloom Crawler, Grick, Leviathan, Otyugh,
Roper in addition to the effects above. The restrained condition is ended
Humanoid Bugman, Crayman, Deep One Hybrid,
immediately when the restrained creature escapes or when the
Ettercap, Geckoman, Lizardman, creature which restrained it releases it. If restrained by multiple
Scorpionman, Serpentman, Toadman, Visitor causes, each must be escaped separately.
Machine Flying Saucer (all), Robot (all)
Vulnerable: A vulnerable creature gains no benefit to its AC
Plant Fungus (all), Shambling Mound, Tendriculos from its shield (if any). It can be ambushed or backstabbed by
Summoned Creature Shoggoth creatures capable of doing so. All attack throws against vulnerable
Undead Allip, Ghast, Mohrg, Undead Serpentman creatures gain a +2 bonus, or a +4 bonus if the attacker ambushes
Vermin Giant Cockroach, Giant Mantis, Giant or backstabs the grabbed creature. The vulnerable creature
Parasitic Wasp, Giant Slug, Phase Spider
is dealt the attack’s ordinary damage, or the attack’s ordinary
damage multiplied by two or more from ambush or backstab.
MONSTER SPECIAL ABILITIES Escaping from the Grabbed and Restrained Condition: The
grabbed and restrained conditions can be ended with a successful
Many of the monsters introduced in Barbarian Conquerors escape. When attempting to escape from being grabbed, a
have special attacks and abilities that impose conditions on their creature has to two options. First, it may attempt to slip free with
targets. Conditions alter a creature’s capabilities in a variety of a saving throw versus Paralysis. Second, it may attempt to break
ways. A condition lasts either until it is countered or for a duration free with a proficiency throw to open doors. If the creature has
specified by the effect that imposed the condition. If multiple Contortionism proficiency, it gains a +4 bonus on either throw.
effects impose the same condition on a creature, each instance If the creature is grabbed or restrained by a large or imposing
of the condition has its own duration, but the condition’s effects creature, it may suffer a penalty on this throw. In either case, if
don’t get worse unless otherwise noted. The following rules the throw succeeds, the creature has escaped.
help explain the conditions that apply to a creature while it is
subjected to some common special attacks. For ease of reference, When attempting to escape from being restrained, a creature may
these details are usually repeated in the monster listing as well. in some cases have the option to slip free or break free, as above.
These rules are official updates and can be retroactively applied Sometimes the creature may also or instead have the option to
to monsters in earlier ACKS products. cut free by, e.g., slashing off the tentacle which is restraining it.
Monsters
64 Monster Listings
Any creature targeting an allip with ESP, telepathy, or other succeeds, the creature has escaped. Remember that restrained
abilities or spells that make direct contact with its tortured mind creatures cannot use shields and can be attacked with a +2
immediately loses 1d4 points of WIS. Worse, the allip’s touch bonus, or can be ambushed or backstabbed for a +4 bonus. See
itself carries the taint of madness - when an allip successfully the condition rules on p. 62 for more details.
hits an opponent, the victim suffers 1d4 points of damage and
loses 1 point of WIS. ARANEA
% in Lair: 70%
Should a victim be drained to WIS 2, it lapses into absolute Dungeon Enc: Solitary (1)/Colony (2d6)
madness, screaming and flailing at unseen visages. Should a Wilderness Enc: Solitary (1)/Colony (2d6)
victim be reduced to WIS 0, it dies in gibbering horror and a Alignment: Neutral
newborn allip emerges from the dead victim’s corpse. Otherwise, Movement: 150’ (50’)
lost WIS is recovered after 8 hours. Climb 75’ (25’)
Armor Class: 5
Like other undead, allips are immune to the effects of sleep, Hit Dice: 3+3****
charm, and hold spells. Allips are turned as mummies. An allip Attacks: 1 (bite)
Damage: 1d6, poison
is incorporeal, and can only be harmed by silver or magical Save: F3
weapons. Morale: -2
Treasure Type: L
XP: 205
ANOMALOCARID
% in Lair: None An aranea is an intelligent, shape-changing spider with sorcerous
Dungeon Enc: Solitary (1)/Swarm (1d4) powers. It is not necessarily an evil creature, though its spidery
Wilderness Enc: Solitary (1)/Swarm (4 nature, combined with its longevity, lends itself to plotting.
Monsters
Alignment: Neutral
Movement: In its natural form, an aranea resembles a giant spider, with
Swim 180’ (60’) a humpbacked body a little bigger than a human torso. It has
Armor Class: 5 fanged mandibles like a normal spider. Two small arms, each
Hit Dice: 3+2*
Attacks: 3 (maw, 2 appendages) about 2’ long, lie below the mandibles. Each arm has a hand
Damage: 2d4/1d3/1d3 with four many-jointed fingers and a double-jointed thumb.
Save: F2 The hump on its back houses its well-developed brain. An
Morale: +1 aranea weighs about 150 pounds.
Treasure Type: None
XP: 350 An aranea may assume two other forms. The first form is a
Mind-numbingly ancient, the anomalocarid predates even the unique human-sized humanoid; an Aranea in its humanoid
primordial aboleth. Resembling a cross between a squid and form always assumes the same appearance and traits. In its
a particularly weird insect, it was once the apex predator of humanoid form, an aranea cannot use its bite attack, webs, or
antediluvian seas. Though in most worlds it has been extinct poison, but may cast spells, wear armor, and use any weapon
for aeons, in Kanahu, this arthropod persists, successfully useable by a human being. The second form is a man-sized
competing against more sophisticated creatures such as fish and spider-humanoid hybrid. In hybrid form, an aranea resembles
mollusks. its normal humanoid form at first glance, but any character who
succeeds on a proficiency throw to detect secret doors will notice
The monstrosity, 7’ in length, is a flat, segmented creature,
the creature’s fangs and spinnerets. The hybrid form aranea
almost conical in shape, with propulsive fins along the length
retains its bite attack and webs, but may also wield weapons and
of its chitinous body. A pair of primitive eyes extrude from the
wear armor. When in hybrid form, an aranea’s speed is 90’ (30’).
front of its torso. Below the eyes, two great grasping appendages,
An aranea remains in one form until it chooses to assume a new
resembling barbed and segmented trunks, protrude over a
one. A change in form cannot be dispelled, nor does an aranea
round and toothy maw.
revert to its natural form when killed.
The anomalocarid attacks its prey with its two barbed appendages
An aranea avoids physical combat, using its webs and spells
and its maw. On a successful attack throw with an appendage,
when it can. In a battle, it tries to immobilize or distract the most
an anomalocarid restrains the creature it hit unless the creature
aggressive opponents first. Araneas often subdue opponents and
makes a successful saving throw vs. Paralysis. The anomalocarid
hold them for ransom rather than poisoning or killing them;
can automatically constrict a restrained creature on its initiative
alternatively, the creature may offer its captured victim “an offer
each round, dealing 1 point of damage without having to
it cannot refuse” related to some ongoing plot.
make an attack throw. Doing so counts as the anomalocarid’s
attack with the appendage it has used to restrain the creature. Any opponent bitten by an aranea must succeed on a saving
The restrained creature cannot move until it escapes, and the throw vs. Poison or die in one turn (10 minutes). Aranea may
anomalocarid gains a +2 bonus on attack throws against the cast arcane spells as 3rd level mages, preferring illusions and
restrained creature with its maw or other appendage. The enchantments and avoiding direct damage spells. In spider or
restrained creature may attempt to escape as an action in lieu of hybrid form, an aranea may also throw a web up to six times per
attacking. It may attempt to slip free with a saving throw versus day (as the web spell).
Paralysis or it may attempt to break free with a proficiency throw
to open doors. If the creature has Contortionism proficiency, it
gains a +4 bonus on either throw. In either case, if the throw
Monster Listings 65
66 Monster Listings
CHUUL COATL
% in Lair: 70% % in Lair: 70%
Dungeon Enc: Solitary (1)/Lair (1d6) Dungeon Enc: Solitary (1)/Flight (2d3)
Wilderness Enc: Pack (1d2)/Lair (1d6) Wilderness Enc: Flock (1d2)/Flight (2d3)
Alignment: Chaotic Alignment: Lawful
Movement: 90’ (30’) Movement: 60’ (20’)
Swim 60’ (20’) Fly 180’ (60’)
Armor Class: 9 Armor Class: 8
Hit Dice: 11+4*** Hit Dice: 9+2*********
Attacks: 2 (claws) Attacks: 1 (bite)
Damage: 2d6/2d6 Damage: 1d10 + poison, constriction
Save: F11 Save: F9
Morale: +1 Morale: +4
Treasure Type: P x3 Treasure Type: R (per coatl)
XP: 3,400 XP: 6,100
Concocted in some eldritch laboratory of the ancient The mighty coatl is a servant and emissary of Ixchala, the
serpentmen as a living engine of war, the chuul is a horrible mix Lawful goddess of lizardmen. The feathered serpent – actually
of crustacean, insect, and serpent about 8’ long and weighing a feathered and winged cross between a serpent and a monitor
650 pounds. lizard – is 12’ long with a wingspan of 15’. It vibrates in a rainbow
of brilliant colors as it flies through the clouds. Highly intelligent
Although amphibious, chuuls are not good swimmers and
and imbued with virtue, the coatl seeks to protect the innocent,
actually prefer to be on land or in very shallow water when they
promote the cause of Law, and punish the followers of Chaos.
attack. If possible, a chuul will wait just off the shore, submerged
For Lawful lizardmen, the coatl is a harbinger of good luck and
Monsters
in murky water, until it hears nearby prey (in or out of the water)
hope. For the serpentmen of old, however, the coatl was the
that it can attack with surprise. Characters encountering chuuls
harbinger of their destruction by Ixchala’s righteous wrath.
that are hidden in water suffer a -2 penalty to their surprise rolls.
Coatls are imbued by Ixchala with potent mental and magical
On a successful attack throw with a claw, a chuul automatically
powers. They may telepathically communicate with any sapient
restrains the creature it hit. Thereafter the chuul can
creature regardless of language barriers. At will, a coatl may use
automatically crush its restrained victim with its claw, dealing
the following spell-like abilities: detect evil, detect good, ESP,
3d6 points of damage without having to make an attack throw.
invisibility, dimension door. A coatl may also polymorph at
Doing so counts as the chuul’s attack with the claw it has used to
will into the form of any lizardman-sized humanoid. Finally, a
restrain the creature.
coatl may cast divine spells as a 9th level cleric. A coatl will uses
If a chuul wishes to free a claw for further attacks, it can its ESP ability on any creature that arouses its suspicions. Since
transfer the creature restrained in that claw to its tentacles as an it is highly intelligent, a coatl usually casts spells from a distance
action in lieu of moving. A chuul’s tentacles exude a paralytic before closing. If more than one coatl is encountered, they will
secretion, and the creature transferred to the chuul’s tentacles discuss their strategy before a battle.
must succeed on a saving throw vs. Paralysis immediately, and
Any creature bitten by a coatl must make a saving throw vs.
each round thereafter on the chuul’s initiative, or be paralyzed
Poison or die in 1d6 rounds from its potent venom. Furthermore,
for 6 rounds. While held in the tentacles, paralyzed or not, the
after a successful bite attack, the coatl may immediately grab the
creature remains restrained and it automatically takes 1d10
creature it has bitten and constrict it for an additional 4d8 points
points of additional damage each round on the chuul’s initiative
of damage. Thereafter the coatl can automatically constrict the
from its mandibles.
grabbed creature on its initiative each round, dealing 4d8 points
The restrained creature cannot move until it escapes from the of damage without having to make an attack throw. The coatl
chuul’s claws or tentacles. The restrained creature may attempt may also continue to bite the creature it has grabbed with a +2
to escape as an action in lieu of attacking. It may attempt to bonus, or bite other opponents, but in no case can it grab more
slip free with a saving throw versus Paralysis or it may attempt than one creature at a time.
to break free with a proficiency throw to open doors. If the
The grabbed creature cannot attack, cast spells, move, or take any
creature has Contortionism proficiency, it gains a +4 bonus on
other action except to attempt to escape. When attempting to
either throw. In either case, if the throw succeeds, the creature
escape from being grabbed, a creature has to two options. First,
has escaped. A paralyzed creature cannot escape. Remember
it may attempt to slip free with a saving throw versus Paralysis.
that restrained creatures cannot use shields and can be attacked
Second, it may attempt to break free with a proficiency throw
with a +2 bonus, or can be ambushed or backstabbed for a +4
to open doors. If the creature has Contortionism proficiency,
bonus. See the condition rules on p. 62 for more details.
it gains a +4 bonus on either throw. In either case, if the throw
Chuuls may live indefinitely on land and under water and are succeeds, the creature has escaped. Remember that grabbed
immune to both poison and disease. creatures cannot use shields and can be attacked with a +2
bonus, or can be ambushed or backstabbed for a +4 bonus. See
the condition rules on p. 62 for more details.
Monster Listings 67
68 Monster Listings
In addition to its natural camouflage, a darkmantle has several are typically captured and sacrificed to their dread god Rahab.
other unique abilities that make it an effective ambush predator Deep one hybrids usually wear unkempt leather armor and fight
in a subterranean environment. After a successful slam using spears, tridents, hand axes, and daggers.
attack, the darkmantle may immediately grab the creature it
Each hybrid gang is led by a ringleader with AC 4, 1 HD, and
has slammed and constrict it for an additional 1d6 points of
6 hit points. Each warband is led by a war-chief with AC5, 1+1
damage. Thereafter the darkmantle can automatically constrict
HD, 9 hit points, and +1 to attack throws and damage rolls due
the grabbed creature on its initiative each round, dealing 1d6
to greater strength. A deep one hybrid lair or village will be
points of damage without having to make an attack throw.
led by a headman with AC 6, 3 HD, 15 hit points, and +2 to
Doing so counts as the darkmantle’s slam attack.
attack throws and damage from strength. As long as he is alive,
The grabbed creature cannot attack, cast spells, move, or take any his cohorts will gain a +2 bonus to morale. Deep one hybrid
other action except to attempt to escape. When attempting to lairs and villages will have young equal to 150% of the number
escape from being grabbed, a creature has to two options. First, of adults hybrids. Young do not fight, and indeed seem like
it may attempt to slip free with a saving throw versus Paralysis. innocent children, but they will inevitably grow up to become
Second, it may attempt to break free with a proficiency throw chaotic deep ones!
to open doors. If the creature has Contortionism proficiency,
When deep one hybrids are encountered in a village, certain
it gains a +4 bonus on either throw. In either case, if the throw
additional creatures may be present. There is a 90% chance a
succeeds, the creature has escaped. Remember that grabbed
minor priest of Dagon will be present, with AC 5, 3 HD, 15 hit
creatures cannot use shields and can be attacked with a +2
points, and spellcasting abilities as a 3rd level cultist. There is a
bonus, or can be ambushed or backstabbed for a +4 bonus. See
50% chance that 1d6 full deep ones will lurk in or near the village,
the condition rules on p. 62 for more details.
either recently transformed hybrids or visiting emissaries from
Monsters
Once per day, a darkmantle may cast darkness as a 5th level the deep.
mage. A darkmantle uses high-frequency sound to locate its
Deep One: A full deep one is a monstrosity combining the
prey, and may “see” in pitch darkness up to 90’. However, a
features of a man, a frog, and a fish. It may breathe freely both
silence spell blocks its echolocation and effectively blinds the
under and above water, has infravision (60’), and is immune to
creature.
disease and aging. Deep ones have thick scales protecting their
bodies, and attack with their claws and teeth.
DEEP ONE
Deep One Hybrid Deep One Each deep one gang is led by a champion with AC 8, 4 HD, 20
% in Lair: 30% 30% hit points, and +1 bonus to both attack throws and damage rolls
Dungeon Enc: Gang (2d4)/ Gang (1d6)/ from strength. Each warband is led by a war-chief with AC 8,
Lair (1 Warband) Lair (1 Warband)
Wilderness Enc: Warband (2d6 Warband (2d6 Gangs)/
6 HD, 30 hit points, and +2 to attack throws and damage rolls
Gangs)/Village Village (1d6 Warbands) from strength. A deep one lair or village will be led by a prince
(1d6 Warbands) with AC 9, 8 HD, 40 hit points, and +2 to damage to to-hit from
Alignment: Chaotic Chaotic Strength; as long as he is alive, his cohorts will gain a +1 bonus
Movement: 90’ (30’) 90’ (30’) to morale. In addition, there will be a priest of Dagon in each
Swim 120’ (40’) 120’ (40’)
Armor Class: 3 6
deep one village, with AC 8, 7 HD, 35 hit points, and spellcasting
Hit Dice: 1d6 hit points 2+1 abilities as a 7th level cultist.
Attacks: 1 (weapon) 3 (bite, 2 claws)
Damage: 1d3 or weapon 1d6/1d4/1d4 DESTRACHAN
Save: Level 0 man F2 % in Lair: 25%
Morale: +1 +2 Dungeon Enc: Solitary (1)/Lair (1d6)
Treasure Type: E (per Warband) G (per Warband) Wilderness Enc: Pack (1d6)/Lair (1d6)
XP: 5 35 Alignment: Chaotic
The deep ones are a race of aquatic monstrosities, part fish, Movement: 90’ (30’)
part frog, and part man, who have inhabited the oceans around Armor Class: 8
Kanahu for aeons. They battled the serpentmen for dominance; Hit Dice: 8+3***
Attacks: 2 (claws)
vied for control with the mysterious Visitors; and were the
Damage: 1d6/1d6
targets of numerous holy wars by the lizardmen followers of Save: F8 (special)
Lawful Ixchala. And yet they remain, dwelling under the waves Morale: -1
in their magnificent and terrible reef cities, paying tribute to Treasure Type: P
their father-god, Dagon, as well as to their over-god, Rahab. XP: 2,100
The destrachan is clearly the product of some sorcerer’s vile
Hybrids: A deep one hybrid is a 0 level human tainted with laboratory. The magician took a now-unrecognizable dinosaur
deep one blood; in addition to its abilities noted above, it may and imbued it with unnatural auditory powers and a malign
hold its breath for up to 1 turn (10 minutes), and sometimes intelligence far beyond that of the original beast. Unlike most
uses this ability to ambush unsuspecting prey who wander dinosaurs, a destrachan has external ears, similar to those of a
near murky water. Without close inspection, however, deep cat, which provide it with perfect hearing keener than a human’s
one hybrids may pass for normal, if ugly, humans, and they sight.
may use this fact to lure unsuspecting victims to their seaside
villages, and even to stay at their inns. Such hapless outsiders
Monster Listings 69
70 Monster Listings
Monsters
for gladiators to fight in the arenas of Kanahu.
DINOSAUR, GIGANOTOSAURUS
DINOSAUR, DEINONYCHUS % in Lair: None
% in Lair: 10% Dungeon Enc: None
Dungeon Enc: Pack (2d6)/Nest (3d6) Wilderness Enc: Solitary (1) or Pair (2)
Wilderness Enc: Pack (2d6)/Nest (3d6) Alignment: Neutral
Alignment: Neutral Movement: 120’ (40’)
Movement: 210’ (70’) Armor Class: 7
Armor Class: 3 Hit Dice: 14*
Hit Dice: 2+1 Attacks: 1 (bite)
Attacks: 3 (bite/claw/claw) Damage: 3d8
Damage: 1d6/1d4/1d4 Save: F7
Save: F1 Morale: +3
Morale: +0 Treasure Type: M
Treasure Type: F XP: 2,700
XP: 35 The largest theropod on Kanahu, and the greatest land predator
Often confused with its much smaller relative the velociraptor, other than a dragon, the giganotosaurus dwarfs even its better-
the deinonychus is a carnivorous pack hunter known for known relative, the tyrannosaurus. It can reach 50’ in length and
its persistence, cunning, and brightly-colored plumage. a weight of 15 tons, and has a nightmarish maw with sword-sized
Deinonychi typically hunt and live in wilderness settings, but teeth. It shares the tyrannosaurus’ colorful plumage, especially
occasionally venture into caverns and dungeons to nest in their on its feathered crest and tail-tip. A male’s tail is a magnificent
protected interiors. They are social animals, communicating fan with brilliant colors used to attract females and intimidate
with each other with loud chirps and screeches, and are capable rivals. It is the ultimate apex predator, a threat to all dinosaurs
of being tamed; some humans in Kanahu and the neighboring and even to immature dragons. Brave hunters sometimes try to
lands keep deinonychi as pets and guard animals, though the go after a giganotosaurus to prove their prowess; few return.
smaller, more easily cowed velociraptors are more common
Giganotosaurs can swallow whole creatures of up to large
in that role. They feel confident in numbers, so in a group of
size on an unmodified attack throw of 20. A creature that is
3 or less, or if 50% or more of their original number have been
swallowed will suffer 1d8 points of damage per round until they
lost, their morale drops to -1. In a deinonychus nest there is a
die or suffocate, or until the dinosaur is killed. If the swallowed
25% chance of finding 1d4 eggs (worth 200gp each) and a 50%
creature has a sharp weapon, it may attack the dinosaur
chance of finding 1d4 young (worth 215gp each), which may be
from inside its belly with an attack penalty of -4. Should the
captured and tamed.
swallowed creature die and remain in the dinosaur’s belly for
6 turns, it is irrecoverably digested. Because of their propensity
to swallow creatures whole, any encounter with giganotosaurs
may yield treasure. The treasure (if any) is always found inside
the creature’s belly.
Monster Listings 71
72 Monster Listings
tyrannosaurs may yield treasure, whether wandering or in lair. Ettercaps are not brave creatures, though their cunning traps
The treasure (if any) is always found inside the creature’s belly. often ensure that the enemy never draws a weapon. It usually
will not come within melee reach of any foe that is still able
(Note that this entry is a variant from the default tyrannosaurus
to move. When an ettercap does engage its enemies, it attacks
presented in ACKS. Dinosaurs in BCK have been re-balanced
with its keen-edged claws and venomous bite. If the bite attack
for a setting where such creatures are more common than in the
successfully hits its target, the creature struck must succeed on
typical ACKS game.)
a saving throw vs. Poison or die instantly from the ettercap’s
venom.
DINOSAUR, VELOCIRAPTOR
% in Lair: 10% Eight times per day, an ettercap can throw a web at a creature
Dungeon Enc: Pack (4d6)/Nest (6d6) within 50’. Only a creature of man size or smaller can be affected
Wilderness Enc: Pack (4d6)/Nest (6d6) by an ettercap’s web, and a successful attack throw is required to
Alignment: Neutral
Movement: 240’ (80’)
hit the creature. If struck, the creature is immediately restrained.
Armor Class: 4 A restrained creature cannot move until it escapes or cuts itself
Hit Dice: 1d6 hp free from the ettercap’s web.
Attacks: 3 (bite/claw/claw)
Damage: 1d4/1d2/1d2 The restrained creature may attempt to escape as an action in
Save: As normal man lieu of attacking. It may attempt to slip free with a saving throw
Morale: +0 versus Paralysis or it may attempt to break free with a proficiency
Size Small throw to open doors. If the creature has Contortionism
XP: 5
proficiency, it gains a +4 bonus on either throw. In either case,
Sometimes confused with its larger relative, the deinonychus,
if the throw succeeds, the creature has escaped. To cut itself
Monsters
the velociraptor is a small, fast pack hunter specialized in
free, a creature must successfully hit the web (AC 5) and deal 3
bringing down much larger prey. Velociraptors are relatively
points of damage with a torch or other fire source, or 6 points of
easy to tame, being social and quite smart, and are often kept as
damage with an edged weapon. Severing a web deals no damage
pets and guard animals by men and lizardmen (as opposed to
to the ettercap itself. Remember that restrained creatures cannot
the geckoman habit of raising tame geckos, giant or otherwise).
use shields and can be attacked with a +2 bonus, or can be
Velociraptors are pack hunters, so when they are 3 or less in
ambushed or backstabbed for a +4 bonus. See the condition
number or after losing 50% or more of their pack, their morale
rules on p. 62 for more details.
drops by -2 and they often disperse. A velociraptor nest has a
25% chance of containing 2d8 eggs (worth 65gp each) as well as With one turn (10 minutes) to prepare, ettercaps can also create
a 50% chance of having 1d10 hatchlings (67gp each). sheets of sticky webbing from 5’ to 60’ feet square. They usually
position near their lair or hunting range to snare flying creatures
ETTERCAP but may also try to trap prey on the ground. Approaching
% in Lair: 50% creatures may detect a sheet of webbing as if it were a secret
Dungeon Enc: Solitary (1)/ Troupe (1d2) door or trap. If a creature stumble into an undetected sheet of
Wilderness Enc: Solitary (1)/ Troupe (1d2) webbing, or otherwise moves into the affected area, it become
Alignment: Chaotic
Movement: 90’ (30’)
immobilized as though by a successful web attack (as above).
Climb 90’ (30’) An ettercap can move across its own web-sheet at its climb
Armor Class: 4 speed and while on the sheet can automatically determine the
Hit Dice: 3+1** exact location of any creatures touching the web-sheets.
Attacks: 3 (bite/claw/claw) or 1 (web)
Damage: 1d8/1d3/1d3 or special
Save: F3
Morale: -2
Treasure Type: D
XP: 135
A hideous cross between spider and man, the horrid ettercap is
about 6’ tall and weighs about 200 lbs. While generally bipedal
and man-shaped, the creature’s face is dotted with two large eyes
and six smaller ones, as well as chelicerae where a mouth should
have been. The ettercap’s hands and legs end with chitinous
claws and its bloated body hints at its arachnid origin. No one
knows where these beings originate from, though the common
held theory among scholars is that some dark sorcerer created
them by crossbreeding men and giant spiders. Regardless of
its origin, however, the ettercap is an aberration, a dreaded
monstrosity hunting the unwary and trapping them in webs and
traps to suck their innards with their spidery fangs.
Monster Listings 73
74 Monster Listings
FUNGUS, ARCHER
% In Lair: 75%
Dungeon Enc.: Copse (1d4) / Thicket (1d4+4)
Wilderness Enc.: Thicket (1d4+4) / Grove (1d10+10)
Alignment: Neutral
Movement: 10’ (3’)
Armor Class: 3
Hit Dice: 2*
Attacks: 1 (thorns)
Damage: 1d4
Save: F1
Morale: +4
Treasure Type: P
XP: 290
Created by sorcerers in eons unknown, the archer fungus is
a mobile mushroom that gains sustenance from the blood of
living creatures. An archer fungus has a thick trunk and a large
dome-like cap. Under the cap are many rows of one-inch-long
needle-like spores, which the fungus is able to fire like arrows at
targets up to 60’ away. After its target is dead, the archer fungus
Monsters
uproots itself and moved to root itself in the victim’s body to
slowly consume it with its tendrils. Archer fungi are immune to
charm, sleep, and hold spells, to stunning, and to poisons not
designed to work on fungi.
FUNGUS, VIOLET
% in Lair: None
Dungeon Enc: Patch (1d4) or mixed patch (1d4 violent fungi
GECKOMAN
and 1d6 shriekers)
% in Lair: 25%
Wilderness Enc: None
Dungeon Enc: Hunting Party (1d6)/Hideout (1 warband)
Alignment: Neutral
Wilderness Enc: Warband (1d8 hunting parties)/
Movement: 30’ (10’)
Cavern (1d8 warbands)
Armor Class: 3
Alignment: Neutral
Hit Dice: 3+2**
Movement: 120’ (40’)
Attacks: 4 (tentacle/tentacle/tentacle/tentacle)
Climb 60’ (20’)
Damage: 1d6/1d6/1d6/1d6
Armor Class: 3 or by armor
Save: F2
Hit Dice: 1+1*
Morale: N/A
Attacks: 1 (weapon)
Treasure Type: None
Damage: 1d6 or weapon type
XP: 135
Save: GM1
Except for their distinct color, violet fungi resemble shriekers Morale: -1
(AKCS p. 192) and are often found growing among them. A Treasure Type: G (per Warband)
violet fungi’s coloration ranges from purple overall to dull gray or XP: 21
violet covered with purple spots. Violet fungi and shriekers often The geckomen of Queddar are silent, patient hunters who
work symbiotically to attract and kill prey: When the shriekers’ lurk in the deep and rocky deserts in hunt for prey – typically
hellish racket attracts a curious creature, the violet fungus tries giant insects or dinosaurs, though sometimes they do use
to kill it. Both creatures enjoy the fruits of a successful hunt. The their natural talents for banditry or assassination of sapients.
violet fungus has four tentacles that secrete a lethal toxin carried In their homeland, geckomen shelter from the sun’s scorching
in black, oily spores. Any creature damaged by a tentacle attack rays during the day in vast cavern systems, emerging at night
must succeed on a saving throw vs. Poison or die in 2d6 turns. to hunt. The above stats represent a typical geckoman hunter,
Violet fungi are immune to charm, sleep, and hold spells, to assassin, or bandit.
stunning, and to poisons not designed to work on fungi. Geckomen enjoy several gifts from the desert spirits who grant
them protection and guidance. Geckomen are naturally talented
ambushers, and if they achieve surprise they gain a +4 bonus to
their attack throws and deal double damage for the duration of
the surprise. Their natural camouflage and sneaky nature allow
them to seemingly disappear in a desert environment at a roll of
3+ on 1d20. When inside a dungeon or an urban environment,
when they stay motionless, they may evade detection on a roll
of 14+ on 1d20.
Monster Listings 75
76 Monster Listings
Monsters
up near high-traffic areas, using their natural coloration to Leviathan can automatically constrict its restrained victim with
blend into convenient shadows. When prey (virtually anything its tentacle, dealing 2d12 points of damage without having to
that moves) ventures near, they lash out with their tentacles. make an attack throw. Doing so counts as the Leviathan’s attack
Characters encountering a grick hiding in rocky or rocky- with the tentacle it has used to restrain the creature. Each time
dungeon terrain suffer a -2 penalty to surprise rolls. the Leviathan constricts a creature, it can move it anywhere the
A grick’s rubbery body seems to shed blows of any kind, granting tentacle can reach, typically towards Leviathan’s great beak, but
it AC 6. Its jaws are relatively small and weak compared to its sometimes high up in the air, underwater, and so on.
body mass, so rather than consume its kill immediately, a grick A restrained creature cannot move until it cuts itself free from
normally drags its victim back to its lair to be eaten at its leisure. the Leviathan’s tentacle(s). To cut itself free, a creature must
Multiple gricks do not fight in concert. Each attacks the prey successfully deal 30 points of damage to Leviathan with one
closest to it, and breaks off the fight as soon as it can drag dead blow. Remember that restrained creatures cannot use shields
or unconscious prey away. and can be attacked with a +2 bonus, or can be ambushed or
backstabbed for a +4 bonus. See the condition rules on p. 62 for
LEVIATHAN more details.
% in Lair: 95%
Dungeon Enc: Solitary Vessel Movement Rate Seafaring Throw
Wilderness Enc: Solitary
150’/round or faster 5+
Alignment: Chaotic
Movement: 120’/round 11+
Swim 60’ (20’) 90’/round 13+
Armor Class: 9 60’/round 15+
Hit Dice: 40*****
45’/round 17+
Attacks: 11 (2 large tentacles, 8 small tentacles, beak)
Damage: 2d20 shp (large)/ 2d12 (small) / 3d20 (beak) 30’/round or slower 19+
Save: F20
Morale: +4
Treasure Type: Rx3
In lieu of all other actions during a round, the Leviathan can
XP: 41,500 create a capsizing wave. The wave can smash a sea vessel within
There is only one Leviathan in all of Kanahu, and maybe in the 150’ and is capable of sinking even the largest sailing ships. The
entire world. This enormous octopus-like being is said to be an wave is approximately 150’ long, 15’ high, and 4’ thick.
avatar of Rahab himself, a dark manifestation of Chaos. With On his initiative number, the captain of the target vessel may
its mighty tentacles and spell-like powers, it can lay waste to use his action to attempt to steer through the wave. Steering
entire cities and decimate whole armies of mortals. Slaying it is through the wave requires a Seafaring proficiency throw. The
a feat fit for the greatest of heroes, and even they will face utmost target value of the proficiency throw is based on the speed of the
difficulty in vanquishing this lord of the ocean depths. vessel, as shown on the accompanying table. Master mariners
The Leviathan’s body and mantle is over 60’ long, with cruelly- (characters with Seafaring rank 3) gain a +5 bonus on the throw.
barbed tentacles (2 large and 8 smaller) doubling this length. If the captain does not attempt to steer the vessel through the
These vicious extremities can tear apart ships, smash coastal wave, or if the captain’s proficiency throw fails, the vessel is
buildings, and grab prey. struck on its broadside by the wave. It suffers 50-80 (1d4+4 x 10)
shp of damage. Each crewmember on deck must make a saving
throw vs. Blast. Crewmembers that fail their saving throws suffer
Monster Listings 77
1d6 points of damage and are swept overboard. If the captain’s Monitors are a genus of lizards containing some of the largest
proficiency throw succeeds, the vessel suffers only 25-40 (1d4+4 naturally-occurring specimens. Smart, alert, and possessing
x 5) shp of damage, and the crewmembers are not affected. A a keen sense of smell, they are quite intelligent and capable of
vessel reduced to 0 shp by may no longer move under its own complex hunting strategies. All of the monitor lizards presented
power or attack with any ship-mounted weaponry, and will here are predators, and most are carnivores, though some
sink in 1d10 rounds. Any crew still on board may attack with species are omnivores. All monitors possess a keen sense of
personal weapons during this time. When the vessel sinks, or smell and gain a +1 bonus on surprise rolls.
when knocked overboard, crew must begin making swimming
Komodo dragon: While not an actual dragon, this mighty
throws each round.
monitor is a ferocious predator, equipped with powerful muscles
The capsizing wave can also be unleashed on coastal structures and an even more powerful jaw. A fully grown adult may reach
in range. Structures are always broadsided by the wave. Each a length of 10’ and a weight of 150 lbs. Komodo dragons stalk
wooden structure in the area of effect suffers 50-80 shp of prey by smelling it from afar with their forked tongues, and are
damage while each stone structure suffers 25-40 (1d4+4 x 5) fearsome enough to prey on small and medium dinosaurs. In
shp of damage. Each creature in the area of effect must make addition to possessing keen sense of smell, the komodo dragon
a saving throw vs. Blast or suffer 1d6 points of damage and be is venomous. Any creature bitten by a komodo dragon must
knocked down. succeed on a saving throw vs. Poison or fall ill and die within
2d6 agonizing hours. An ill creature is not helpless, but cannot
As an avatar of Rahab, the Leviathan has been gifted dark
attack or cast spells, and can only move at half speed. A cure
powers by its chthonic master. It may control weather (as the
disease spell cast during that time can save the victim. After
spell) three times per day and charm animals (as the spell) at
it bites its prey, the komodo dragon falls back and stalks it
will once per round. The Leviathan often attacks accompanied
Monsters
from a distance, waiting for the venom to do its work before
by entire schools of charmed sharks, fish, eels, and other oceanic
approaching the carcass to feast on its flesh.
predators.
Megalania: The komodo dragon’s bigger, meaner relative, the
If the Leviathan feels it is losing an encounter – an unlikely
megalania is a gigantic monitor lizard, stretching 20’ from
occurrence – it will seek to escape by spraying an 80’ radius
head to tail, and weighing 700 lbs. This massive lizard stalks
cloud of black ink to obscure its retreat (as darkness). It is able
the savannahs and open forests of Kanahu, bringing down
to move at triple speed (60’ per round) when fleeing underwater.
prey with its dense musculature, sword-sized teeth, and vicious
venom. Any creature bitten by a megalania must succeed on a
LIZARD, MONITOR saving throw vs. poison at a -2 penalty, or fall ill and die within
Komodo Dragon Megalania
% in Lair: 25% 25%
1d6 painful hours (as above). A cure disease spell cast during
Dungeon Enc: Solitary (1)/Lounge Solitary (1)/Lounge that time can save the victim. A megalania will kill and eat small
(1d3) (1d3) prey right away; but larger prey will be bitten then stalked from
Wilderness Enc: Solitary (1)/Lounge Solitary (1)/Lounge a safe distance until the venom does its work.
(1d3) (1d3)
Alignment: Neutral Neutral Mosasaurus: The mosasaurus is an aquatic giant, measuring 50’
Movement: 120’ (40’) 90’ (30’) - in length, and weighing around 15 tons. While often mistaken
Swim - - for a dinosaur, the mosasaurus is actually a true lizard, in fact a
Armor Class: 4 5
Hit Dice: 2+1* 4+1*
very close relative of monitors. This reptilian king of the seas is
Attacks: 1 (bite) 1 (bite) a horror to mariners, and more than one fishing boat has been
Damage: 1d8 2d6 overturned by a raging mosasaurus, its occupants and cargo
Save: F1 F2 devoured by the ravenous lizard. Mosasaurs are able to swallow
Morale: +2 +2 whole creatures of up to man size on an unmodified attack throw
Treasure Type: A F
XP: 47 215
of 19 or 20. A creature that is swallowed will suffer 1d6 points of
damage per round until it dies or until the mosasaurus is killed.
Mosasaurus Water Monitor If the swallowed creature has a sharp weapon, it may attack the
% in Lair: 25% 25% mosasaurus from inside its belly with an attack penalty of -4.
Dungeon Enc: Solitary (1)/Lounge Solitary (1)/Lounge Should the swallowed creature die and remain in the dinosaur’s
(1d3) (1d3)
Wilderness Enc: Solitary (1)/Lounge Solitary (1)/Lounge
belly for 6 turns, it is irrecoverably digested. Because of their
(1d3) (1d3) propensity to swallow creatures whole, any encounter with
Alignment: Neutral Neutral mosasaurs may yield treasure, whether wandering or in lair. The
Movement: 150’ (50’) treasure (if any) is always found inside the creature’s belly.
Swim 120’ (40’) 150’ (50’)
Armor Class: 5 5 Water monitor: A clever and agile lizard as deft on the ground
Hit Dice: 12* 1d6 hp as it is inside water, the easily tamed water monitor is a common
Attacks: 1 (bite) 3 (2 claws, bite) pet among the swamp-dwellers of Kanahu, Punt, and Mala. It
Damage: 4d8 1d3/1d3/1d4
Save: F6 Normal Man
also is often utilized as a guard or hunting animal, owing to its
Morale: +2 -2 acute sense of smell. In the wild, a water monitor rarely attacks
Treasure Type: P (see below) None men or lizardmen, but will fight to defend itself from predation.
XP: 2,100 5 An average fully grown water monitor weights 50 lbs and
measures about 6’, tail included.
Monster Listings 79
80 Monster Listings
OTYUGH ROBOT
% in Lair: 30% Personal Security Drone Scout Drone
Dungeon Enc: Solitary (1) / Cluster (1d6) % in Lair: None None
Wilderness Enc: Solitary (1) / Cluster (1d6) Dungeon Enc: Unit (1d3) Unit (1d3)
Alignment: Chaotic Wilderness Enc: Unit (1d3) Unit (1d3)
Movement: 60’ (20’) Alignment: Neutral Neutral
Armor Class: 7 Movement: -
Hit Dice: 6+2** Fly 210’ (70’) 210’ (70’)
Attacks: 4 (bite/tentacle/tentacle/tentacle) Armor Class: 6 4
Damage: 1d4/1d6/1d6/1d6 Hit Dice: ½* 1*
Save: F3 Attacks: 1 (light plasma) 1 (light plasma)
Morale: -1 Damage: 2d4 2d4
Treasure Type: M Save: NM F1
XP: 980 Morale: N/A N/A
The disgusting otyugh is a being of Chaos spawned by the Treasure Type: Special Special
XP: 6 13
ruinous chthonic gods from particularly disgusting piles of
rotting rubbish. Born of primordial chaos and rotten matter, the Workbot Warbot
otyugh possesses a round body with three tentacles mounted % in Lair: None None
atop it and three clawed legs underneath. It has a large gaping Dungeon Enc: Unit (1d3) Unit (1d3)
maw and an odd number of eyes distributed across its main Wilderness Enc: Unit (1d3) Assault Unit (2d8)
Alignment: Neutral Neutral
body in seemingly random locations. It typically eats scavenged
Movement: 60’ (20’) 90’ (30’)
refuse, but will happily consume any hapless creature which Fly
finds itself in this creature’s midden.
Monsters
Armor Class: 5 9
Hit Dice: 3* 5**
The otyugh’s tentacles reach 10’ in length and are studded with Attacks: 1 (plasma welder) 2 (claw/claw) or 1
barbs and sharp-edged suckers. On a successful attack throw (plasma cannon)
with a tentacle, an otyugh automatically restrains the creature it Damage: 1d6 1d8/1d8 or 2d10
hit. Thereafter the gloom crawler can automatically constrict its Save: F2 F3
Morale: N/A N/A
restrained victim with its tentacle, dealing 1d6 points of damage
Treasure Type: Special Special x2
without having to make an attack throw. Doing so counts as XP: 65 500
the otyugh’s attack with the tentacle it has used to restrain the Robots are automated machines made of advanced alloys by the
creature. mysterious Visitors to assists them in their inscrutable missions.
An otyugh can restrain and constrict a different creature with Rumor has it that the ancient humans who came from beyond
each tentacle simultaneously. It can also choose to restrain and the stars possessed robots as well. Whatever their origins, robots
constrict a particular creature with multiple tentacles. If this possess rudimentary virtual intelligences, but lack a capacity for
occurs, the restrained creature suffers a -1 penalty on its attack higher reasoning or a truly free will.
throws for each additional tentacle, in addition to suffering All robots may silently communicate with each other and with
constriction damage from each tentacle. For instance, if three any Visitor within 500’ using what scholars believe to be etheric
tentacles are constricting a character, the character suffers 3d6 transmissions. Robots have advanced sensors and may “see”
points of damage and suffers -2 to attack throws. even in pitch darkness up to a range of 90’, and automatically
A restrained creature cannot move until it cuts itself free from detect any invisible creatures.
the otyugh’s tentacle(s). To cut itself free, a creature must The Visitors employ four types of robots – personal security
successfully deal 6 points of damage to the otyugh with one drones, scout drones, workbots and warbots, each described
blow. Remember that restrained creatures cannot use shields below. Regardless of type, robots possess only virtual intelligence,
and can be attacked with a +2 bonus, or can be ambushed or and are thus unaffected by hold, charm, or sleep spells. Since
backstabbed for a +4 bonus. See the condition rules on p. 62 for they are machines and not living beings, they are unaffected
more details. by poison or gases. However, like all machines, robots are
The otyugh also carries a noxious mixture of infectious germs vulnerable to lightning damage and take double damage from
in its bowels. If bitten by an otyugh, a creature must make a any electricity-based attack, such as the various lightning spells.
successful saving throw vs. Poison or become fevered for 3d6 Additionally, any robot hit by an electricity attack must save vs.
days. While fevered, the creature moves at ½ its normal rate and Paralysis or have its positronic brain scrambled, rendering it
suffers a -4 penalty to all attack throws, damage rolls, proficiency unable to move (scout drones may only hover in their current
throws, and saving throws. location) and unable to use its weapons and special abilities for
the next combat round. Warbot have hardened electronics and
enjoy a +2 bonus to this saving throw.
A robot encountered as a monster is active and cannot be
reprogrammed (see p. 103) unless it is first incapacitated. All
robots carry loot as per the Visitor robot loot table, p.108.
Monster Listings 81
82 Monster Listings
Monsters
Monster Listings 83
84 Monster Listings
Monsters
Today, the serpentmen are virtually extinct, hunted to the with both of its slam attacks, it may immediately grab the
farthest corners of the worlds in the name of Ixchala. But a few target and constrict it for an additional 4d6 points of damage.
remain behind, hidden from the lizardmen’s wrath. Most are no Thereafter the shambling mound can automatically constrict
longer living, having died in the service of their chaotic masters, the grabbed creature on its initiative each round, dealing 4d6
and are now risen as dark undead as a gift by the gods of Chaos. points of damage without having to make an attack throw.
A tiny handful are still alive, hiding in suspended-animation Doing so counts as the shambler’s full attack routine.
pods.
The grabbed creature cannot attack, cast spells, move, or take
Such villains, both dead and living, are horrid in their power. A any other action except to attempt to escape. When attempting
living serpentman carries a lethal venomous bite. Any creature to escape from being grabbed, a creature has to two options.
bitten by it must succeed on a saving throw vs. Poison or die. It First, it may attempt to slip free with a saving throw versus
also possesses vast powers of sorcery, and may cast spells as a Paralysis with a -4 penalty. Second, it may attempt to break free
7th level mage. with a proficiency throw to open doors with a -4 penalty. If the
creature has Contortionism proficiency, it gains a +4 bonus on
An undead serpentman’s venom glands have long run dry,
either throw. In either case, if the throw succeeds, the creature
but he still hold a malicious intelligence and the spellcasting
has escaped. Remember that grabbed creatures cannot use
capabilities of a 5th level mage. Whether living or dead,
shields and can be attacked with a +2 bonus, or can be ambushed
serpentmen have a preference for necromantic, poisonous, and
or backstabbed for a +4 bonus. See the condition rules on p. 62
lighting spells. Undead serpentmen are immune to the effects of
for more details.
gas and poison and are unaffected by charm, sleep, or hold spells
of any sort. They are turned as mummies. A shambling mound is completely immune to lightning and
other types of electrical damage. As plants, shamblers are
It is said that in the days of their race’s glory, more powerful
immune to all charm, sleep, and hold spells, to stunning, and
serpentmen of 8, 9, or even more HD and caster ability ruled
to poisons not designed to work on plants. They are vulnerable
over their empire, but whether such sinister abominations yet
to spells that affect plants.
survive remains unknown.
Monster Listings 85
SLUG, GIANT
% In Lair: None
Dungeon Enc: Solitary (1)
Wilderness Enc: Solitary (1)
Alignment: Neutral
Movement: 60’ (20’)
Armor Class: 1
Hit Dice: 12**
Attacks: 1 (bite or spit acid)
Damage: 1d12 or 5d8
Save: F12
Morale: +2
Treasure Type: None
XP: 3000
Giant slugs are larger, much stronger versions of normal slugs.
A typical giant slug is 20’ long, but the creatures can grow to
SHOGGOTH twice that length. They are pale gray in color with a dull white
% in Lair: None
underbelly, and possess a single pair of long, thin tentacles or
Dungeon Enc: Solitary (1)
Wilderness Enc: Solitary (1) antennae which they use to sense brightness, heat, and scent.
Alignment: Chaotic A giant slug’s squishy, flexible body allows it to squeeze into
Movement: 60’ (20’) relatively narrow corridors, though these may prevent it turning
Armor Class: 6 around. A large slime trail marks the ground wherever it moves.
Hit Dice: 8+1*
Giant slugs are found in moist or wet environments such as
Attacks: 2 (claw/claw)
Damage: 1d4/1d4 and special swamps, marshes, rain forests, and dungeons. They are both
Save: F4 scavengers and predators, and feed on both plants and animals.
Morale: +0 Giant slugs are nocturnal creatures and spend the daylight
Treasure Type: None hours away from the heat of the sun. In combat, giant slugs can
XP: 1,100
attack with a bite, or spit acid to a range of 60’. Because of their
The horrific shoggoth is a creature of pure Chaos, a malignant squishy body, giant slugs are immune to attacks by non-magical
tumor of ruinous entropy in our reality. It has a mutable, ever- blunt weapons.
changing form bristling with all kinds of eyes, claws and teeth.
A shoggoth’s dimensions vary, but it always weighs several
tons However, for all its fearsome appearances, whether it
SNAKE, GIANT CONSTRICTING VIPER
% In Lair: None
has claws, fangs, pincers, tentacles, or spines, a shoggoth does Dungeon Enc: Solitary (1)
little physical harm, and regardless of form, the creature seems Wilderness Enc: Solitary (1)
unable to manage more than two attacks per round. Its continual Alignment: Neutral
transmutations prevent the coordination needed to do more. Movement: 90’ (30’)
Armor Class: 3
However, a blow from a shoggoth against a living creature can Hit Dice: 15**
cause a terrible transformation by infectious Chaos. The creature Attacks: 1 (bite, constrict)
Damage: 3d6, poison/5d6
must save vs. Petrification or become a spongy, amorphous mass. Save: F5
Unless the victim manages to control the effect (see below), Morale: +2
its shape melts, flows, writhes, and boils. An affected creature Treasure Type: None
is unable to hold or use any item. Clothing, armor, rings, and XP: 4,200
helmets become useless. Large items worn or carried—armor, The giant constricting viper is a primeval serpent that can grow
backpacks, even shirts—hamper more than help, reducing the to be up to 50’ long, with a head the size of a horse’s skull and
victim’s Dexterity score by 4. Soft or misshapen feet and legs a girth as tall as a man. When its yawning mouth opens, fangs
reduce speed to 10 feet or one-quarter normal, whichever is less. drip with a venom that brings madness and death.
Searing pain courses along the nerves, so strong that the victim Like other constrictor snakes, the constricting viper hunts by
cannot act coherently. The victim cannot cast spells or use magic biting its prey, then squeezing it to death with its coils. Unlike
items, and it attacks blindly, unable to distinguish friend from pythons and boas, however, the bite of the constricting viper is
foe (-4 penalty to attack throws.) A victim may try to regain his venomous! A bitten victim must succeed in a saving throw vs.
86 Monster Listings
Poison. If the save fails, the victim is immediately maddened (as TENDRICULOS
the spell incite madness). If the venom is not neutralized, the % in Lair: 100%
victim will die 1d4+2 turns later. Dungeon Enc: Solitary (1)
Wilderness Enc: Solitary (1)
After a successful bite attack, the giant constricting viper may Alignment: Chaotic
immediately grab the creature it has bitten and constrict it for Movement: 60’ (20’)
Armor Class: 6
an additional 5d6 points of damage. Thereafter the constricting Hit Dice: 9+3**
viper can automatically constrict the grabbed creature on its Attacks: 3 (bite/tendril/tendril)
initiative each round, dealing 5d6 points of damage without Damage: 2d10 + swallow /1d8/1d8
having to make an attack throw. The constricting viper may also Save: F4
continue to bite the creature it has grabbed with a +2 bonus, Morale: +2 (0)
Treasure Type: M
or bite other opponents. Due to its great size, the constricting XP: 1,900
viper can simultaneously grab up to two different man-sized The tendriculos is a cancerous growth of plants and plant
creatures. material animated by vile Chaos. It towers to the height of 15’
The grabbed creature cannot attack, cast spells, move, or take any and masses 3,500 lbs, resembling a mound of rotting plant
other action except to attempt to escape. Maddened characters material overgrown with many tendrils and vines.
will not attempt to escape. When attempting to escape from After a successful bite attack, a tendriculos can attempt to
being grabbed, a creature has to two options. First, it may attempt swallow its target. The creature must succeed on a saving throw
to slip free with a saving throw versus Paralysis with a -4 penalty. vs. Petrification or be swallowed. A tendriculos automatically
Second, it may attempt to break free with a proficiency throw to swallows the creature if its attack throw is an unmodified 20.
open doors with a -4 penalty. If the creature has Contortionism
Monsters
Only creatures of man size or smaller can be swallowed by a
proficiency, it gains a +4 bonus on either throw. In either case, tendriculos, but up to eight such creatures can be held in its
if the throw succeeds, the creature has escaped. Remember that interior. Once inside the plant’s mass, the swallowed creature
grabbed creatures cannot use shields and can be attacked with a must succeed on a saving throw vs. Poison each round. If the
+2 bonus, or can be ambushed or backstabbed for a +4 bonus. saving throw succeeds, the creature suffers 1d6 points of acid
See the condition rules on p. 62 for more details. damage from the creature’s digestive juices. If the saving throw
fails, the creature suffers 2d6 points of acid damage and is
SPIDER, PHASE paralyzed for 3d6 rounds by the tendriculos’s digestive juices,
% in Lair: 50%
taking 2d6 points of acid damage per round.
Dungeon Enc: Solitary (1) / or Cluster (1d6)
Wilderness Enc: Solitary (1) / or Cluster (1d6) If a swallowed creature avoids paralysis and has a sharp weapon,
Alignment: Neutral
it may attack the tendriculos from inside its belly with an attack
Movement: 120’ (40’)
Climb 60’ (20’) throw penalty of -4. A successful hit deals normal damage to
Armor Class: 5 the tendriculos and allows the swallowed creature to escape.
Hit Dice: 5+1** However, once the creature exits, the plant’s regenerative
Attacks: 1 (bite) capacity closes the hole; another swallowed opponent must cut
Damage: 1d8 and poison
its own way out.
Save: F2
Morale: +0 Should the swallowed creature die and remain in the dinosaur’s
Treasure Type: None
belly for 6 turns, it is irrecoverably digested. Because of their
XP: 660
propensity to swallow creatures whole, any encounter with a
A phase spider is a 700 lbs arachnid monstrosity with a diameter
tendriculos may yield treasure, whether wandering or in lair.
of 8’, legs included. Unlike other giant spiders, it does not weave
The treasure (if any) is always found inside the creature’s belly..
a web, except as a hideout for its eggs, preferring instead to
pounces on its prey through the unique ability for which it is A tendriculos regenerates 3 points of damage per round. If a
named: the ability to momentarily shift from this world to tendriculos loses a tendril, the tendril will attempt to crawl or
otherworldly dimensions. squirm back toward the main mass to reattach. A tendriculos
can reattach a severed member instantly by holding it to the
In lieu of its normal movement, the phase spider may teleport
stump. If a tendriculos is reduced to 0 or fewer hit points, it
itself, via dimensions unknown, up to 20’ in any direction. It
will collapse, but it is not slain. It will continue to regenerate
arrives unerringly at its desired destination facing any way
and stand again to fight when it regenerates to 1 or more hp.
it desires. It cannot reappear inside solid material but it can
However, tendriculi cannot regenerate damage from fire or acid,
rematerialize on walls or ceilings or in open air if desired.
and reducing it to 0 hp with fire or acid will kill the creature.
Like other giant spiders, the phase spider carries a potent venom When confronted by fire or acid, a tendriculos’s morale drops
in its fangs. Any creature bitten by the phase spider must succeed to 0.
on a saving throw vs. Poison or die in agony within 1d6 turns.
Monster Listings 87
88 Monster Listings
with them for self-defense, though capture teams usually carry In lieu of attacking with its stinger, the giant parasitic wasp may
stun launchers or hand stunners as well. inject a paralyzed or dead victim with its eggs. A living victim
may make a saving throw vs. Poison to avoid being implanted
A Visitor team is led by a team leader of 1d4+4 hp equipped
with giant wasp eggs. 2d4 days after they are injected into a
with a force field belt (AC 6). A Visitor platoon always has a
victim, the eggs will hatch, and the emerging larvae will start
5 HD commanding officer with an advanced force field belt
chewing their way inside the victim’s body, eating his or her
(AC 7) and trained with advanced psychic powers. A Visitor
vital organs and causing 1d6 damage per round. A cure disease
commanding offer can psychically manipulate creatures within
spell can destroy the eggs and/or the larvae hatching from them.
60’ range up to three times per day (in game terms, treat psychic
Otherwise, death is certain. When the victim finally dies, the
manipulation as charm person and charm monster effects). A
larvae emerge and form cocoons, which hatch into adult giant
Visitor colony will be led by a Visitor commander (HD 7, AC 7)
parasitic wasps after 2d6+14 days.
capable of psychic manipulation as well as arcane spellcasting
as a mage of level 2d4. There is also a 75% chance that 3d6
Visitor warbots will be present at a colony, a 75% chance for 6d6 ADDITIONAL MONSTER CHARACTERISTICS
workbots, and a 75% chance for a platoon of Visitor soldiers. A The following tables are provided for the convenience of Judges
colony also has a 50% chance at any given time of having 1d6 who are using the advanced rules in Lairs & Encounters for
scout saucers at its disposal. taming and training monsters and harvesting monster parts.
Visitor Soldiers: Visitor soldiers are better trained in combat, Armored Hides
wear enclosed armor (AC 5), and usually carry plasma rifles Monster Hide Enc. (st) Hide Value (GP)
and heavy plasmas, but are otherwise similar to regular Visitors. Cockroach, Balroach 3 4/6 140
A Visitor soldier squad is led by a squad leader of 3 HD. A
Monsters
Destrachan 10 180
Visitor soldier platoon has a 5 HD commanding officer (as Dinosaur, Alamosaurus 160 4,025
above). A Visitor soldier company will be led by a 7 HD Visitor Dinosaur, Ankylosaurus 32 1,800
commander (as above) . In addition, a Visitor soldier company Dinosaur, Carnotaurus 9 105
will have 6d6 Visitor personal security drones, a 75% chance Dinosaur, Deinonychus 0.5 4
for 6d6 scout drones, a 75% chance for 3d6 warbots, and a 75%
Dinosaur, Edmontosaurus 21 535
chance for a platoon of regular Visitors (“civvies”).
Dinosaur, Giganotosaurus 80 2,000
Visitor units carry loot as per the Visitor loot table, p.108. Dinosaur, Timurlengia 1.5 11
Dinosaur, Titanosaurus 530 13,415
WASP, GIANT PARASITIC Dinosaur, Triceratops 53 2,000
% in Lair: 20% Dinosaur, Tyrannosaurus 40 300
Dungeon Enc: Solitary (1) / Hive (1d6) Dinosaur, Velociraptor 1/6 1
Wilderness Enc: Swarm (1d6) / Hive (1d6)
Alignment: Neutral Flying Saucer Wreckage, 437 16,600
Movement: 60’ (20’) Scout
Fly 180’ (60’) Flying Saucer Wreckage, 437 25,000
Armor Class: 4 Abductor
Hit Dice: 5+2** Flying Saucer Wreckage, 21 800
Attacks: 1 (sting) Battleship
Damage: 2d4 and paralytic poison Leviathan 30 770
Save: F3
Morale: +2
Lizard, Komodo Dragon 3/6 5
Treasure Type: M Lizard, Megalania 2 30
XP: 660 Lizard, Mosasaurus 80 900
The giant parasitic wasp is a cruel species of giant vermin with a Robot Wreckage, Warbot 3 150
paralytic stinger that hunts for live prey. Once it has immobilized Scorpionman 4/6 7
a victim, the wasp carries the creature back to its nest, where it Tyrannosaurus Rex 40 300
injects it with eggs. Thereafter, the paralyzed victim serves as an
incubator for the eggs and, later, as food for the wasp’s emerging
The first four tables provide the value of hides, plumage, horns,
larva.
and venoms that can be extracted from the monsters of Kanahu.
Any creature stung by the giant’s insect’s stinger must succeed on The remaining tables provide the monster’s size, carrying
a saving throw vs. Poison or be paralyzed indefinitely. Every 24 capacity, trainability modifier, training time, typical trained role,
hours, the victim may attempt the saving throw vs. Poison again lifespan, supply cost, and other pertinent information.
to end the effect; otherwise, only the application of a healing
Armed with this data, the Judge can easily run scenarios devoted
potion or magical healing will put an end to the paralysis. If
to hunting for dinosaur feathers, capturing and taming terror
possible, a wasp will try to grab and carry any paralyzed or dead
birds, and more.
victim to its nest once a battle is over or if it fails a morale roll. It
can carry man-sized creatures of up to 25 stone.
Monster Listings 89
Monster Venoms
Monster Venoms Cost /Dose Onset Time Save Mod. Effect on Failed Save
Komodo Dragon Venom 50gp 2d6 hours 4 1d10 damage
Megalania Venom 150gp 1d6 hours 3 4d4 damage
Scorpionman Venom 200gp 1d10 turns 2 1d10 damage
Violet Fungus Toxin 250gp 3d6 turns 2 3d6 damage
Aranea Venom 350gp 1d6 turns 2 2d10 damage
Chuul Secretion 500gp 1d6 rounds 1 Paralysis
Serpentman Venom 700gp 1 round 1 6d6 damage
Giant Constricting Viper Venom 700gp 1 round / 1d6+3 turns - Madness* / death
Coatl Venom 1,000gp 1 round - Death
*As the spell incite madness.
Normal
Beastmen & Weight Load Trained Adult Child Baby Supply Training
Humanoids Diminutive (lbs) Size (st) Lifespan Role Value Value Value Value Cost Period TM
Bugman Nymph 150 M 5 E/1.05/13/17.5/ N/A 90+ 67 20 7.5 0.5 1 S
32/48/64/80
Crayman Tadpole 150 M 5 0/1/12/16/30/ N/A 350+ 315 37 10.5 2.0 1 S
45/60/75
Geckoman Hatchling 150 M 5 E/2/13/18/38/ N/A 250+ 215 20 3 0.5 1 S
57/76/95
Lizardman, Hatchling 150 M 5 E/2/13/18/38/ N/A 450+ 415 31 10.5 0.5 1 S
Civilized 57/76/95
Scorpionman Hatchling 235 M 8 E/1/12/16/30/ N/A 2,300+ 2,250 685 545 2.0 1 S
45/60/75
Serpentman Snakelet 285 M 6 E/3/14/28/110/ N/A 21,750+ 21,500 8,200 4,750 2.0 1 S
165/220/275
Skum Skamp 170 M 6 0/1/12/16/30/ N/A 950+ 900 55 35 0.5 1 S
45/60/75
Toadman Tadpole 150 M 5 0/1/12/16/30/ N/A 240+ 200 22 0.03 2.0 1 S
45/60/75
Visitor Starchild 80 M 5 0/4/15/51/-/ N/A 3,000+ 3000 735 360 0.5 1 S
-/-/200
Visitor Soldier Starchild 80 M 5 0/4/15/51/-/ N/A 13,250+ 13,200 735 360 0.5 1 S
-/-/200
Normal
Weight Load Trained Adult Child Baby Supply Training
Animals Diminutive (lbs) Size (st) Lifespan Role Value Value Value Value Cost Period TM
Dinosaur, E/0.7/10/30/100/
Hatchling 60000 C 1200 D 3450 2215 615 445 240 5 -1
Alamosaurus 150/200/250
Dinosaur, E/0.5/6.5/20/66/
Hatchling 12000 G 240 H 2100 600 125 100 48 9 -1
Ankylosaurus 99/132/165
Dinosaur, E/0.33/5/14/48/
Hatchling 3500 H 40 H 5450 500 2300 1850 48 12 0
Carnotaurus 72/96/120
Dinosaur, E/0.17/2.4/7/24/
Hatchling 200 M 6 H 275 35 215 200 16 3 1
Deinonychus 36/48/60
Dinosaur,
E/0.17/2.4/7/24/
Deinonychus, Hatchling 200 M 6 G 650 35 215 200 16 3 1
36/48/60
Guard
Dinosaur, E/0.5/6/18/60/
Hatchling 8000 H 160 D 200 80 80 65 12 2 0
Edmontosaurus 90/120
Dinosaur,
E/0.5/6/18/60/
Edmontosaurus, Hatching 8000 H 160 WM 2450 80 80 80 12 2 0
90/120
War
Dinosaur, E/0.5/8.5/25/85/
Hatchling 30,0000 G 600 H 48500 5575 1415 2 192 12 0
Giganotosaurus 125/170/210
Dinosaur, E/0.17/3/9/30/
Hatchling 550 L 12 H 1750 200 1600 1515 16 12 0
Timurlengia 45/60/75
Dinosaur, E/1/13/40/135/
Monsters
Hatchling 200,0000 C 2675 D 7000 4175 1375 785 240 5 -1
Titanosaurus 200/270/335
Dinosaur, E/0.5/7.5/25/75/
Hatchling 20000 G 400 D 2225 600 205 155 48 9 -1
Triceratops 115/150/190
Dinosaur,
E/0.5/7.5/25/75/
Triceratops, Hatchling 20000 G 400 R 3500 600 205 155 48 9 -1
115/150/190
Riding
Dinosaur, E/0.5/7/21/70/
Hatchling 15000 G 300 H 28000 2100 900 2 192 12 0
Tyrannosaurus 105/140/175
Dinosaur,
E/0.5/7/21/70/
Tyrannosaurus, Hatchling 15000 G 300 R 35675 2100 900 2 192 12 0
105/140/175
Riding
Dinosaur, E/0.08/1.5/4/
Hatchling 30 S 1 H 90 48 67 65 2 1 2
Velociraptor 14/21/28
Dinosaur,
E/0.08/1.5/4/
Velociraptor, Hatchling 30 S 1 G 120 21 67 65 2 1 2
14/21/28
Guard
E/0.33/8/16/36/
Frog, Giant Tadpole 200 M 7 H 565 30 130 115 0.5 5 -2
54/72/90
Lizard, Monitor, E/0.75/3/9/12/
Hatchling 150 M 3 H 865 47 140 115 2 10 -2
Komodo 18/24/30
Lizard, Monitor, E/1/4.5/13.5/18/
Hatchling 700 L 14 H 1875 435 275 130 16 10 -2
Megalania 27/36/45
Lizard, Monitor, E/2.5/11.5/34.5/
Hatchling 30000 C 600 H 41250 4200 310 7.5 960 10 -2
Mosasaurus 46/69/92/115
Lizard, Monitor, E/0.5/2.5/7.5/10/
Hatchling 50 M 1 G 300 5 6 0.01 2 5 0
Water 15/20/25
Snake, Giant
E/1/8/17/34/
Constricting Snakelet 2000 H 40 H 15000 8075 7015 5600 48 5 -2
51/68/85
Viper
E/0.17/2/4/28/
Terror Bird Scary Chick 475 L 9 M 1750 575 585 540 16 3 1
42/56/70
E/0.17/2/4/28/
Terror Bird, War Scary Chick 475 L 9 WM 7600 575 585 540 16 3 1
42/56/70
Normal
Weight Load Trained Adult Child Baby Supply Training
Machines Diminutive (lbs) Size (st) Lifespan Role Value Value Value Value Cost Period TM
Flying Saucer, UFO-SCT 8,000 H 200 1 day per 10 energy S 125,000 19,500 N/A N/A Energy N/A N/A
Scout crystals
Flying Saucer, UFO-FSA 165,000 C 6000 1 day per 20 energy S 465,000 3,525 N/A N/A Energy N/A N/A
Abductor crystals
Flying Saucer, UFO-FSB 165,000 C 3200 1 day per 40 energy S 550,000 170 N/A N/A Energy N/A N/A
Battleship crystals
Robot, Personal PSD 5 S 0 1 day per energy S 2,000 36,000 N/A N/A Energy N/A N/A
Security Drone crystal
Robot, Scout SDR 20 S 1 1 day per energy S 3,000 75,000 N/A N/A Energy N/A N/A
Drone crystal
Robot, Workbot WKB 200 M 7 1 day per 2 energy S 3,350 33 N/A N/A Energy N/A N/A
crystals
Robot, Warbot WRB 1,000 L 17 1 day per 5 energy S 45,750 1,000 N/A N/A Energy N/A N/A
crystals
Normal
Weight Load Trained Adult Child Baby Supply Training
Vermin Diminutive (lbs) Size (st) Lifespan Role Value Value Value Value Cost Period TM
Anomalocarid Anomalie 225 M 7 E/1.75/3.5/9/21/ H 3,750 1,275 1,450 1,000 2 12 -3
31/42/52
Cockroach, Nymph 40 M 14 E/0.17/2/4/28/ L 6 6 5.5 2 0.5 12 -1
Giant 42/56/70
Cockroach, Nymphrog 1,400 L 150 E/1.17/1.75/6/ H 3,375 350 900 525 4 12 -1
Giant, Balroach 9/12/15
Mantis, Giant Nymph 675 L 60 E/2/4/14.5/22/ H 4,450 2,800 3,00 2,650 16 8 -1
29/36
Slug, Giant Sluglet 11,850 G 240 E/0.33/4/8/16/ H 27,350 5,135 3,275 2,675 48 12 -3
25/33/42
Spider, Phase Spiderling 700 L 125 E/1.5/24/100/164/ H 15,650 12,300 8,000 5,925 16 10 +3
246/328/410
Wasp, Giant Larva 500 L 25 E/0.33/1/2.5/8/ H 10,650 7,900 7,950 7,450 16 6 +1
Parasitic 12/16/20
Technology
VISITOR TECHNOLOGY magazines of needle darts; on 4-5, it comes with 1d2 magazines
Visitor technology, powered by glowing orange energy crystals, of tranquilizer darts; and on 6 it comes with a single magazine
is advanced beyond dreams. The Visitors possess flying of poison darts. Fighters, thieves, and any other martial or thief-
machines and autonomous robots, as well as deadly energy like class may use this weapon.
weapons and machines capable of influencing the mortal mind. Flamer: A heavy man-portable weapon, the flamer is as large
They even know how to traverse the enormous gulf between as a plasma cannon but possesses a wide nozzle. It can convert
the stars -- or at least knew how to do so in the past. Below we energy crystals into a super-heated cone of liquefied burning
describe a number of Visitor artifacts. Note that Visitors will matter, 30' long and 10' wide. Any creature caught in the flamer’s
readily use any useful artifact in their possession. blast suffers 5d6 points of fire damage. A successful saving throw
vs. Blast halves this damage. Any target damaged by the initial
ENERGY CRYSTALS blast will suffer an additional 1d6 points of fire damage in the
Energy crystals power all Visitor technology. These crystals, following round as the liquefied matter continues to burn. The
approximately 5'' in length and 1'' in diameter, are stark orange flames will also ignite any flammable material within the blast
and slightly transparent; they glow with a faint ruddy light and area. Each blast consumes an entire energy crystal; the flamer
are warm to the touch. 15 crystals count as a single item for can hold up to five energy crystals at any given time. Only
encumbrance purposes. An unenlightened jeweler will typically fighters, barbarians, assassins, lizardman gladiators, lizardman
pay 25gp for each of these curious-looking crystals, but to a warriors, or other fully-martial classes may use this weapon.
jeweler or alchemist who knows what they are, energy crystals
are worth much more - at least 100gp each. Visitor technology Fusion Launcher: A large and cumbersome device resembling
utilizes these crystals as an energy source, slowly draining their an oversized rifle, the fusion launcher fires heavy guided bombs.
reservoir of power. Once depleted, energy crystals dissolve into The shooter controls the bomb's flight; a bomb flies at a rate of
a fine orange dust. No-one knows where they could be mined, 50' per round and the shooter may remotely detonate it at any
and some scholars speculate that they may only be found off- point along its flight. Upon detonation, the bomb causes 8d8
world, among strange stars. points of fire damage to all targets within a 30' radius of its point
of detonation; a successful saving throw vs. Blast halves this
damage. The bomb will ignite any flammable material within its
Technology
ALIEN PARTS AND REPAIRING ALIEN DEVICES radius of detonation. It also creates significant blast pressure and
Visitor technology uses manufacturing techniques far beyond will damage structures as if it were a force attack. Only fighters,
the mental grasp of even the most learned and sophisticated barbarians, assassins, lizardman gladiators, lizardman warriors,
mortal scholar on Kanahu. Thus, no local of this world can even and other fully-martial classes may use this weapon.
dream of manufacturing alien devices by himself. However,
a character who knows how to repair alien technology can Incendiary Bomb: This tubular artifact contains a highly
cannibalize parts from alien machinery and use them to fix a flammable liquid and an ignition mechanism. The bomb causes
broken or damaged alien artifact. 5d6 fire damage to all targets within 15' of its point of impact; a
successful save vs. blast halves this damage. It also sets fire to any
Repairing an alien artifact is a form of magic research. It requires flammable material within this radius. Furthermore, any target
two weeks and costs 1,000gp per item, or 5,000gp if the item is damaged by its initial blast suffers an additional 1d6 fire damage
a vehicle. In addition, repairing a weapon, a suit of armor, or a on the next round.
general device requires one unit of spare parts, while repairing
a robot or vehicle requires one unit of spare parts per 10 hp Laser Rapier: When inactive, this weapon looks like a cylindrical
repaired. Chemicals, naturally enough, cannot be repaired. sword hilt without a blade. Upon the telepathic command of the
wielder, a blue glowing laser blade springs forth from the hilt.
Characters can sometimes find spare parts in Visitor hoards. Another telepathic command withdraws the laser blade. The
Otherwise, they may scrap alien devices for spare parts. A activated laser rapier deals 2d6 points of damage if used one-
weapon or general device usually provides 1 unit of spare parts if handed or 2d8 points of damage if used two-handed. A single
cannibalized, while armor provides 2, robots 1d10, and vehicles energy crystal, placed into its hilt, can power the laser rapier
3d10. In some markets, a merchant might sell alien parts at a for 30 rounds (5 minutes) of activation. Any, and only, arcane
cost of 100gp per unit. spellcasting classes may wield a laser rapier, regardless of other
weapon restrictions, as it seems to form a connection with their
WEAPONS spellcasting minds.
Dart Gun: This long, slender weapon uses compressed gas to
propel a tiny crystalline dart to long distances. The dart gun is Plasma Cannon: 4’ long and weighing 30 lbs, the plasma
completely silent. A dart gun can be loaded with three different cannon is the ultimate personal-scale plasma weapon. It fires a
types of darts – needle, tranquilizer, and poison. A needle large glowing green bolt of superheated matter at its target, up
dart, typically used for hunting small game, deals 1d4 points to a range of 300'. The plasma bolt deals 3d10 points of damage
of damage to its target. A tranquilizer dart forces the target to to its primary target and 1d4 points of damage to any target
save vs. Poison or be paralyzed for 1d6 rounds. A poison dart, within 5' of its primary target. The plasma cannon’s damage is
the rarest kind, forces the target to save vs. Poison or die within considered to be fire damage and it may ignite any flammable
one round. The darts come in a tubular magazine containing 5 material in its area of effect. The weapon requires five energy
darts and enough gas to propel them. When a character finds a crystal to fire; together they provide for 10 shots total. Only
dart gun as part of a hoard, roll 1d6: on 1-3, it comes with 1d3
Visitor Technology 97
Technology
crystals, inserted below its barrel, which collectively provide 30
serves as a force field generator. When activated, it emits a
shots. The rifle may also be switched into rapid fire mode, which
bubble of transparent, red, shimmering energy surrounding the
grants two attacks per combat round, but drains three shots per
wearer, granting him AC 6. While this is not cumulative with
round of fire. Plasma weapons cause fire damage and their shots
any other worn armor – the armor with the better armor class
may ignite flammable material. The plasma rifle may be used
determines the character's overall AC – it is cumulative with any
by fighters, explorers, barbarians, assassins, thieves, and other
Dexterity bonus and any enhancements to AC from magical
martial or thief-like classes.
items, spells, or powers. The force field belt requires one energy
Stun Launcher: A squat device that uses condensed gas to crystal per day of operation and may be used by characters of
launch a gas-bomb to a range of up to 80'. The gas-bomb looks any class. These items are highly coveted by mages and other
like a transparent ball filled with a twirling green gas. Upon spellcasters untrained in the use of heavy armor!
impact, the gas-bomb bursts, releasing a cloud of greenish gas in
Force Field Belt, Advanced: A higher-quality version of
a 10' radius. Any living creatures within this radius must make a
the regular force field belt, the advanced device generates a
successful saving throw vs. Paralysis or fall unconscious for 1d6
transparent blue bubble of shimmering energy surrounding its
turns. The gas dissipates after one combat round. Reloading the
wearer, granting him AC 7. It also filters out smoke or any gas-
launcher with a new gas-bomb takes one round. A stun launcher
based attack. It is otherwise identical to the regular force field,
may be used by fighters, explorers, barbarians, assassins, thieves,
and like it, requires one energy crystal per day of operation. The
and other martial or thief-like classes.
advanced force field may be used by characters of any class.
Stun Prod: A hand-held baton-like device used to inflict
Powered Suit: A massive humanoid-shaped suit of armor larger
electrical damage on its targets. When turned off, it lacks the
than a human being. To don the armor, a character must open
mass necessary to even serve as a proper club. When turned on,
the armor from its front, strap himself into the body frame,
it emits a humming sound, crackles with electricity, and deals
and seal the suit. Once donned, the suit provides its wearer
1d3 electrical damage per hit; any living creature or robot hit
with AC 10 and completely protects him from any liquid- or
must also make a successful saving throw vs. Paralysis or be
gas-based attacks as well as from suffocation, drowning, and
paralyzed for 1d6 rounds. A single energy crystal placed into
even the crushing pressure of the deep ocean. It also completely
the stun prod’s hilt allows for 30 rounds of activation before
protects it wearer from hot or cold environments, from -80
requiring a replacement. The stun prod may be used by fighters,
degrees centigrade to 80 degrees centigrade, and halves any cold
explorers, barbarians, assassins, thieves, and other martial or
or fire damage dealt to the character. Because of its powered
thief-like classes.
limbs, the suit grants the wearer a movement rate of 40’ per
round (160’ per turn), a Strength score of 18. Punches with the
suit’s armored fists deal 1d6 points of damage. The suit's visor
provides the wearer with thermographic vision up to full line of
sight, even in total darkness. The suit even provides the wearer
with drinkable water! The suit, however, runs on energy crystals;
Visitor Technology 99
one crystal allows for a single hour (6 turns) of operation, and Combat Drug: A prepacked disposable automated syringe
the suit's back has slots for up to 24 crystals for a full day of containing a mixture of ultra-powerful synthetic stimulants and
continuous operation. When active, the suit does not burden pain-blocking chemicals. Each syringe contains enough liquid
its wearer at all. When dormant, or if carried, it weighs 20 stone for a single application. Once injected, the combat drug will
(300 pounds). Only fighters, barbarians, assassins, lizardman provide the character with +4 to all attack throws and damage
gladiators, lizardman warriors, or other fully-martial classes rolls, as well as to any saving throws made to resist a painful
may wear a powered suit. effect. The character is also immune to any fear effects, both
magical and mundane. The effect wears off within 1d6 turns and
Reactive Armor: This form-fitting metal vest, woven with
leaves the recipient exhausted, suffering from a -2 penalty to all
golden wire, covers the wearer's torso, granting AC 3. However,
attack throws, damage rolls, and saving throws, until he rests for
when a creature attacks the wearer in melee, the armor releases
at least 8 hours.
a painful electric discharge at the attacker. The attacker must
make a successful saving throw vs. Paralysis or suffer 1d6 points Gas Bomb, Poison: A round, transparent orb containing a
of electrical damage (robots suffer double damage). The armor’s foggy red vapor. If thrown, a poison gas-bomb shatters on
reactive discharge functions only 3 times a day, after which the impact, releasing a 10’ diameter cloud of deadly poison gas. The
armor must recharge until the next day. Reactive armor does gas has the effect of cloudkill. The poison gas floats at a pace
not require energy crystals, seeming to draw its power from of 10’ per round away from the thrower for 1d6 rounds before
static or biodynamic electricity. dissipating.
Silkweave suit: A suit of extremely lightweight, air-breathing, Gas Bomb, Stun: A round, transparent orb contain a coiling
bio-engineered fiber similar to spider silk, a silkweave suit green gas. If thrown, a stun gas-bomb shatters on impact,
weighs as much as regular heavy clothing, but provides the releasing a greenish cloud of incapacitating gas in a 10’ radius.
character with AC 4. It also protects the character from Any living creatures within the radius must make a successful
adverse environmental temperatures from between -20 degrees saving throw vs. Paralysis or fall unconscious for 1d6 turns.
centigrade to 50 degrees centigrade. A silkweave suit may be The stun gas dissipates after one round. While similar in effect,
worn by any character capable of wearing leather armor. handheld stun gas-bombs cannot be used as ammunition for
stun launchers.
Technology
CHEMICALS Healing Syringe: A prepacked disposable automated syringe
Any character may use any chemical, provided that he is familiar containing a powerful mixture of enzymes, antiseptics,
with it. antibiotics, painkiller and advanced wound-treating
Acid Bomb: An oval opaque orb, sickly yellow-green in color. medications. Each syringe contains enough liquid for a single
When shaken, it give the impression that it contains a liquid. application. Once injected, the medication will heal 3d6+3
If thrown, an acid bomb shatters on impact, splashing a highly points of damage on a living creature.
corrosive acid in a 15’ radius. Any creature splashed with acid Instant Armor: This black viscous liquid, typically encased in
suffers 3d6 points of acid damage. A successful saving throw vs. a cylindrical container, may be applied to the skin and clothing
Blast halves this damage. A creature who fails the saving throw of any character. Quickly drying, it functions as a suit of scaly
suffers another 1d6 points of acid damage on each of the next armor that grants the character AC 3. It also makes the character
three rounds, unless the acid is washed with a non-flammable resistant to fire and acid based attacks, providing a +2 bonus to
liquid such as water. saving throws against them. This armor crumbles to dust and
Anagathics: A prepacked, disposable, automated syringe wears off within 2d6 turns.
containing a mixture of ultratech chemicals and nano-bots. Each Juggernaut Drug: A disposable syringe filled with a bubbling
syringe contains enough liquid for a single application. Once red liquid, overloaded with powerful stimulants and painkillers.
injected, the anagathics allow the character to live five years Each syringe contains enough drug for a single application,
without aging – that is, without these years counted towards his which lasts for one hour (six turns). While under the influence
biological age. With repeated usage, however, there is a risk of of juggernaut drug, a character may keep fighting without
the anagathic regimen failing, with all the years of suspended penalty past zero points until 2d6 rounds elapses or until
aging returning to the character and aging him immediately. the character suffers additional damage equal to double his
The risk starts at 1% on the second dose and increases by 1% Constitution score, whichever comes first. At this point, the
for each dose thereafter. If more than 10 years of aging accrue character collapses. When treated, he suffers a -2 penalty on his
at once from regimen failure, the character must make a Mortal Wounds Table roll – which a resurrection serum (see
successful saving throw vs. Death or die immediately from the below) cannot negate.
resulting shock. Once an anagathic regimen fails, it cannot be
started again, and any additional doses of anagathics will force Learning Serum: A prepacked disposable automated syringe
the character to save vs. Death or die within 1d6 rounds from containing a cellular memory agent. Each syringe contains
system shock. enough liquid for a single application. Once injected, the
learning serum permanently grants the subject the ability to
fluently speak (but not read) a particular language. Learning
serums are produced by language oracles (see p. 106), and the
language granted by any particular serum will depend on what
language(s) the language oracle has been exposed to.
Visitor Technology 101
may carry up to 16 passengers and 12 robots. The battleship is powered surface travel; it has a fuel compartment capable of
vacuum-sealed and completely protects its passengers from any holding up to 30 crystals at once. When sealed, the submarine's
gas-based attack or smoke; it may freely move underwater up hull protects its occupants from smoke, gas, acid, and liquid
to a depth of 300' (below that its environmental seals will burst attacks. The submarine has enough living space for 6 people,
and flood the saucer) or fly in the vacuum of outer space while including cramped sleeping and eating quarters, and storage
maintaining a breathable atmosphere and a stable temperature space for 500 stones of cargo. The submarine model presented in
inside. It may reach orbit and fly to the moons, but as with these rules is unarmed, but it possesses AC 3 and 20 HD. Like a
the abductor primitive locals will find it extremely difficult to flying saucer (p. 74), a submarine cannot be harmed by ordinary
control outside the atmosphere. man-sized weapons, fire, wood-throwing artillery, or natural
attacks from creatures of huge size or smaller. Stone-throwing
Hoverbike: A hoverbike consists of a long shaft with scoop-like
artillery and gigantic creatures deal only 1/10th damage, while
machines underneath, two saddle-like structures on top, and a
colossal creatures and magic deal only 1/5th damage. However,
pair of steering handles on front. Up to two man-sized characters
Visitor weapons deal full damage to submarines, and electricity-
may ride the hoverbike, and its rear trunk may hold up to 10
based attacks deal double damage.
stone of equipment. The hoverbike flies through the air at a
speed of 300' (100') regardless of the number of riders. It offers Tank: An armored behemoth rolling on two mighty treads and
no protection to its riders, however. The hoverbike requires one carrying an imposing plasma cannon on its top turret, this is
energy crystal per 6 hours of operation. The vehicle’s shaft is a machine of war, rare among the Visitors, but frightening to
capable of holding up to eight energy crystals at once. behold. The tank is a monster on the battle field, with AC 10
and 10 HD. Like a flying saucer (p. 74), a tank cannot be harmed
Hoverboard: A hoverboard resembles a small, flat board,
by ordinary man-sized weapons, fire, wood-throwing artillery,
2' in length and 1' in width, with small scoop-like machines
or natural attacks from creatures of huge size or smaller. Stone-
underneath. Only an arcane spellcaster may use this board,
throwing artillery and gigantic creatures deal only 1/10th
guiding it telepathically while standing on it. It floats in the air at
damage, while colossal creatures and magic deal only 1/5th
an adjustable altitude, up to a height of 30', and moves at a speed
damage. However, Visitor weapons deal full damage to tanks,
of 150' (50'). It offers no protection to its rider. A single energy
and electricity-based attacks deal double damage. The tank is
crystal placed into a small compartment underneath will power
Technology
equipped with a mighty plasma cannon with a 300' range dealing
the board for up to 12 hours. The hoverboard’s compartment
5d8 points of fire damage to anyone within a 10' radius of its
may only contain one crystal at a time.
point of impact (a save vs. Blast reduces this damage by half).
Hovercar: a floating vehicle somewhat resembling a flat- The tank is very slow, moving at a pace of 60' (20'), but it ignores
bottomed open-topped boat. It has seats for 4 people and a cargo the effects of rough terrain. It carries 4 crewmen and up to 100
compartment capable of carrying up to 50 stone. It can travel as stone of cargo within its armored hull. Any character within the
high as 100' over the ground, including up mountain slopes, at tank is completely protected from any airborne toxin, smoke,
a speed of up to 210' (70'). It is unarmed but has AC4 and HD3; and radiation. A tank requires both a driver and a gunner. The
it has the saving throws of a 1st level fighter. A small power cell driver, as noted above, should be an arcane spellcaster, while the
powers the hovercar, requiring one energy crystal per 12 hours gunner must be a martial class such as a fighter, barbarian or
of travel, and having a fuel compartment for up to 4 crystals. lizardman gladiator. Both the driver and the gunner must be
familiar with the vehicle in order to use it properly. The driver's
Scout Saucer: A flat disc-shaped flying machine with a central
seat and gunner’s turret both have night-vision systems, allowing
bulging dome on top, the scout saucer is a single-pilot vehicle
the character manning them to see up to their line of sight even
with combat statistics described on p. 74. It may carry a pilot as
in total darkness. A powerful reactor powers the tank, requiring
well as up to four additional passengers, two robots, and 50 stones
an energy crystal per hour of operation. Its fuel compartment
of cargo. It may fly in the air at a speed of 300' (100'). The saucer
contains enough space for up to 20 crystals.
is vacuum-sealed and completely protects its passengers from
any gas-based attack or smoke; it may freely move underwater
up to a depth of 300' and fly in the vacuum of outer space while ROBOTS
maintaining a breathable atmosphere and a stable temperature The Visitors employ four types of robots – personal security
inside. It may reach orbit, and technically can fly to the moons, drones, scout drones, workbots and warbots. A robot found
though primitive locals will find it extremely difficult to control as treasure is inactive, but a successful research throw allows a
outside the atmosphere. A large cylindrical internal reactor character to reprogram it to obey his commands. Only arcane
powers the saucer. It consumes 10 energy crystals per day of spellcasters may program robots, as only the intelligence and
operation, and has space for a fuel load of up to 50 crystals. mental conditioning inherent in their occult craft allows the
primitive mortal's mind to understand the rudiments of alien
Submarine: This curious cylinder, 50' long and 20' in diameter, positronic programming. Trying to program a robot through
resembles a giant metallic fish. It has a series of windows along field experimentation (see p.94) is highly risky, and requires
its hull and a sealable airlock hatch in the fore. In water, it may a 1d20 roll; a roll of 1-5 triggers a mishap. Therefore, it is
sail at a speed of 200’ per round or 300 miles per day, either highly prudent to study robots carefully using magic research
atop the waves or underwater to almost any depth, maintaining or be taught how to use them by a skilled programmer. The
a breathable internal atmosphere throughout. A Visitor programmer may instruct the robot to obey oral commands
submarine propels itself by magnetic displacement drives by any character, including non-spellcasters, but an arcane
that require 5 energy crystals per day of underwater travel or spellcaster must perform the initial programming. Note that
Technology
etheric filigree on its interior surface. It will fit any man-sized
humanoid. The control helmet was designed by the Visitors
to create highly-skilled, easily-controlled servants. The control EXAMPLE: Talitha was reduced to 0 hp in a battle with
helmet has two effects if worn. First, it renders the wearer highly warbots in an abandoned Visitor outpost. Her friend
pliable to the commands and influence of the Visitors; he will Ayana, who is familiar with cryostasis tubes, places Talitha
act as if charmed by any Visitors he encounters, and will suffer a into a tube in the outpost immediately after the battle. 5
-4 penalty on saving throws against enchantments by Nephilim. days later, when the party manages to bring a proper cleric
Second, it grants the wearer On-the-Spot understanding of to the outpost, Talitha is thawed and healed with magic.
any and all Visitor technology he encounters. However, the She rolls on the mortal wounds table as if she was treated
hypnotic programming of the control helmet forbids the wearer immediately after combat, and not more than one day later,
from writing down, teaching, or otherwise transmitting this so she suffers only a -3 penalty to the roll rather than the
newfound knowledge, and when the helmet is removed, the usual -10 penalty.
On-the-Spot understanding is wiped from his memory. A single
energy crystal will power the control helmet for one day of use. Electronic Scope: The electronic scope can be attached to any
ranged weapon, whether an advanced alien plasma gun or a
Cryostasis Tube: This 7' long, 3' wide metallic tube, set simple crossbow. The scope magnifies distant targets, reducing
horizontally in a rectangular under-carriage, has a small window the penalty to hit targets at medium range from -2 to 0, and at
on its top face. The tube can be opened to allow one man-sized long range from -5 to -3. The scope can also allow the user to
creature to enter or be placed within. When re-sealed, the view remote objects at a x24 magnification, though its field of
tube will put the subject into a cryogenic stasis, freezing him view is very narrow. Finally, the electronic scope provides the
indefinitely. At any time, a character familiar with the device equivalent of infravision when looking or aiming through it,
may manipulate the controls to thaw the subject, returning negating any darkness penalties. An energy crystal inserted into
him to life. While frozen, time does not pass for the character, a receptacle at the top of the scope provides enough power for
so mortally wounded or poisoned characters can be left alive up to 30 rounds (5 minutes) of use.
until better treatment becomes available (see ACKS 106).
Theoretically, a character may be frozen for decades, centuries, Glowstick: A glowstick is a sealed, flexible tube, about 1' long and
or even millennia inside this alien device. The cryostasis tube 3'' diameter, made of translucent material and filled with a light
includes its own micro-fusion battery with a lifetime of 5,000 greenish liquid. If bent, the glowstick will begin glowing with
years, and requires no external power. Any character familiar a strong green light (radiance as a torch). It glows continually
with the cryostasis tube may use it. A character familiar with for 6 hours (36 turns), and then is irrecoverably depleted. Any
the tube may even activate it from inside and thus put himself character familiar with a glowstick may use one.
into a cryogenic torpor if desired. The tube weighs 300 lbs, not Holographic Library: This 3'' high, 5'' radius, flat silver cylinder
including the subject's weight. has a curious slot open on one of its sides and a smaller cylinder
on its top. Its user may install a memory crystal (p. 107) into
sensor to pinpoint the implant’s location or to see a holographic Portable Stasis Device: A silver circlet, traced with etheric
display of objects around the scout drone or remote sensor. filigree, designed to fit atop the head of a man-sized humanoid.
Only an arcane spellcaster may use this device. A single energy When placed on a living creature and activated, the creature
crystal provides sufficient power to conduct 25 sensor scans appears to die (as per feign death). The portable stasis device
before it is drained. actually pauses the subject’s metabolic activity. While under
the device’s influence, the subject does not age or heal, nor
Mutation Vat: The mutation vat resembles a cloning vat (p.
does time advance for any other time-dependent effects such
104); only characters who understand how to operate at least
as poison or mortal wounds. The subject’s metabolic activity
one of the two devices can distinguish them. A mutation vat is
can be restarted by removing the device from his head or by
equivalent to a crossbreeding laboratory (ACKS p. 123) worth
deactivating it. A single energy crystal will power a portable
20,000gp. A mutation vat requires 10 energy crystals each time
stasis device indefinitely.
it is used for crossbreeding, in addition to the usual costs of
crossbreeding. Psychic Amplifier: A semi-transparent oval filled with a weird,
glowing orange liquid, the psychic amplifier can only be used by
Memory Crystal, Database: This 1'-long transparent red
a mage (or other character capable of using mage items). It has
crystal contains a massive number of volumes covering a
three potential effects, all with a range of 30'; the target may resist
single field of study in meticulous detail. If installed into an
any of them with a successful save vs. Spells. First, it may evoke
operating holographic library, this memory crystal allows its
psychic fear within the target, forcing him to flee as far away as
user to access knowledge on its specific subject as if he had
he could from the user for 1d6 rounds, dropping anything he or
three ranks of Knowledge proficiency in that subject, as long as
she was carrying. Second, it may disrupt the target's thoughts,
the holographic library is in operation. Because of its complex
as per the confusion spell (ACKS p. 73). Third, it can subject
structure, only clerics and mages (or other characters capable of
the target to temporary hypnosis and mind control, as per
using cleric or mage items) who know the Visitor language may
the charm person spell (ACKS p. 72). A single energy crystal
use this memory crystal.
inserted into the rear of the psychic amplifier allows for ten uses.
Memory Crystal, Metaphysical: This 1'-long transparent red
Regeneration Vat: Similar to, but simpler than, the cloning
crystal contains a massive number of volumes dealing with
vat, the regeneration vat uses a specialized gel and robotic
Technology
metaphysics, mythology, and theology. If installed into an
surgical equipment to help characters heal their wounds. Only
operating holographic library, this memory crystal is equivalent
a spellcaster – whether arcane or divine - can understand the
to a 10,000gp library for the purpose of divine magical research
alien interface required to operate the regeneration vat. The
(ACKS p. 117). The character must have enough energy crystals
vat can heal a single living creature of all wounds, whether
to keep the holographic library running for the entire duration
ordinary or mortal. The subject must be inserted into the vat,
of magical research or the benefit of the library is lost. Only a
whereupon it enters a healing coma until removed. In the case
cleric (or other character capable of using cleric items, such
of a mortally wounded creature, immersing it in the vat triggers
as a cultist or priestess) who knows the Visitor language can
an immediate roll on the Mortal Wounds table with a +5 bonus
understand the deep divine philosophy in this memory crystal.
(not cumulative with that granted by a resurrection serum).
Memory Crystal, Scientific: This 1'-long transparent red Thereafter each day in the vat counts as three days of recovery.
crystal contains a massive number of volumes dealing with In the case of a creature with ordinary injuries (hit point loss),
weird science and alien technology. If installed into an operating it will recover 2d6 hit points per day of immersion in the vat. It
holographic library, this memory crystal is equivalent to a costs 1,000gp worth of organic materials and 5 energy crystals
10,000gp library for the purpose of arcane magical research to use the vat on a single creature for up to 5 days. A creature
(ACKS p. 117). The character must have enough energy crystals can be kept in the vat longer than 5 days, but the cost must be
to keep the holographic library running for the entire duration paid again.
of magical research or the benefit of the library is lost. Only a
Tracking Implant: This cylindrical device, 1'' in length, emits
mage (or other character capable of mage items) who knows
etheric emissions which can be picked up by a multiscanner
the Visitor language can understand the complex patterns and
from up to 10 miles away or by a saucer's sensors from up to
formulae in this memory crystal.
100 miles away, allowing the scanner to pinpoint the implant's
exact location. Inactive implants are stored inside disposable
injectors. The implant is typically injected into a subject's nose
(or equivalent orifice), allowing him to be tracked as described
above. The implant is powered by a tiny fragment of energy
crystal built into its cylindrical body and will function for a full
year after injection. Any character with the Healing proficiency
may implant a tracking implant into a subject, but using the
multiscanner requires an arcane spellcaster.
Visor of Sight: A box with a seemingly opaque window on its
front designed to fit over the eyes of any humanoid creature. The
visor of sight may be used by any character that understands
its operation. Once worn and activated, it allows the user to
engage three different modes. The first is thermographic vision,
Visitor Technology 107
Chemical Table
Roll (1d100) Chemicals
1-12 2d6 Wonder Meals
11-24 1d6 Water Purification Pills
25-36 1d3 Healing Syringes
37-40 Language Serum
41-50 Instant Armor
51-60 1d3 Painkillers
61-63 Juggernaut Drug
64-70 1d6 Panaceas
71-80 1d3 Stimulants
81-83 Acid Bomb
83-86 Truth Serum
87-88 1d3 Combat Drugs
89-90 1d2 Resurrection Serums
91-92 Repair Nano-Gel
93-95 Gas Bomb, Stun
96-97 Gas Bomb, Poison
98-00 Anagathics
Technology
11-15 Portable Stasis Device
16-20 Control Helmet
21-35 Glowstick
36-38 Language Oracle
39-40 Kepru Scarab Beetle
41-50 Breather
51-55 Mind Probe
56-59 Holographic Library
60-65 Tracking Implant
66-70 Multiscanner
71-72 Electronic Scope
73-75 Visor of Sight
76-80 Memory Crystal, Database
81-84 Memory Crystal, Metaphysical
85-90 Memory Crystal, Scientific
91-92 Psychic Amplifier
93-94 Regeneration Vat
95-96 Cryostasis Tube
97-98 Cloning Vat
99-00 Mutation Vat
Dragon’s Breath Range: 0’ down all targets within the area of effect. A successful saving
Arcane 5 Duration: instantaneous throw vs. Blast reduces damage suffered by half and allows the
The caster breathes forth a cone of fire 60' long and 30' wide. creature to keep its feet.
Any creatures within the area of effect will suffer 1d6 points Mind Blast Range: 0’
of damage per level of the caster, or half that with a successful Arcane 3 Duration: instantaneous
saving throw vs. Blast.
The caster emits a psychic "scream" in all directions that dazes
Ghost Walk Range: touch friend and foe alike. The caster himself is immune to the effect,
Arcane 3 Duration: 1 turn but each other creature within 20’ of the caster must make a
This spell renders the creature touched both invisible and successful saving throw vs. Paralysis or be incapacitated by
inaudible. The spell lasts for one turn or until the ghost walking the mind blast for 1d4+1 rounds. Incapacitated creatures are
creature attacks or casts a spell, whichever comes first. knocked out and helpless, unable to see, hear, speak, or act until
the effect expires. All attack throws against helpless creatures gain
Heart of Gold Range: touch a +2 bonus, or a +4 bonus if the attacker ambushes or backstabs.
Arcane 3 Duration: instantaneous Melee attack throws against helpless creatures automatically hit
The caster transforms the heart of the creature touched into if the If the attacker is of the same or larger size category than the
pure gold, instantly slaying the creature. Touching an unwilling helpless creature. If the attacker is not engaged, and his attack
target requires a successful attack throw, and the target may is capable of damaging the helpless creature, then the helpless
avoid the effect with a successful saving throw vs. Death. The creature may be automatically slain. The attacker may not cleave
heart, if extracted from the target’s corpse, is worth 1 GP per thereafter, however. Otherwise, the helpless creature is dealt
XP the target was worth - the bigger and more ferocious the the attack’s ordinary damage, or the attack’s ordinary damage
creature is, the more valuable its golden heart! multiplied by two or more from ambush or backstab.
Spells
harmless to living and undead creatures. light of a nova spell counts as sunlight for purposes of monster
vulnerabilities.
Mage Fingers Range: 10’
Arcane 1 Duration: 1 round Network Shutdown Range: 60’
Arcane 6 Duration: 1 round per level
This spell allows the caster to telekinetically move a single
inanimate object within range up to 20’ in any direction desired This spell blasts the positronic brains of robots and other
for one round. The object must weigh no more than 2 stone per machines within 60’ with erratic etheric signals and magnetic
caster level. This spells allows the caster to pull distant levers, fluctuations. The caster can affect his choice of 4D8 HD of
grab treasures at a safe distance from any traps which may be robots or other machines of up to 10’ x 10’ x 10’ in size. Each
involved in their manipulation, and so on. affected robot or other machine must succeed on a saving
throw vs. Paralysis or be disabled for one round per caster
Meteor Range: 150’ level. A disabled robot or machine cannot attack, cast spells,
Arcane 3 Duration: instantaneous move, speak, or otherwise function. All attack throws against
The caster conjures a star of pure fire in his hands and hurls a disabled machine gain a +2 bonus, or a +4 bonus if the
it towards any point of space he desires within 150'. On a attacker ambushes or backstabs it. The disabled machine is dealt
successful attack throw against AC 0, the meteor explodes at the the attack’s ordinary damage, or the attack’s ordinary damage
designated point. On a failed attack throw, the meteor deviates, multiplied by two or more from ambush or backstab. (Unlike
exploding at a point 2d6x10’ away from the designated point in helpless creatures, disabled machines cannot be automatically
a random direction (roll 1d12 for the clock direction of scatter). “slain”.)
On an unmodified attack throw of 1, the meteor detonates in the
caster's hands. When the meteor explodes, it deals 1d6 points of
damage per caster level, to a maximum of 6d6 points of damage,
to everything within a 20' diameter sphere; furthermore, the
spell generates a significant amount of overpressure, knocking
Spells
one target or distribute them across multiple targets, as desired. turn on the sorcerer and his friends. The summoner, while in
control of a shoggoth, can dismiss it to the Outer Darkness at
Shield of Mawat Range: self
will (doing so on his Initiative if in combat). If the spellcaster
Divine (Blessed Undertaker) 1 Duration: 1 turn per level
loses concentration, control of the summoned shoggoth is lost
Mawat, the Neutral god of the dead, shields his blessed and cannot be regained. The creature then seeks to attack and
undertaker from the undead – those animated by souls stolen consume the summoner and all others in its path. Only dispel
from his halls. The shield of Mawat grants the caster AC 7 magic or dispel evil will banish the shoggoth once control has
against melee attacks and AC 5 against ranged attacks by undead been lost. An uncontrolled shoggoth may, of course, choose to
creatures for one turn per level. return to the realms of Chaos on its own; such creatures will
Short Circuit Range: 60’ never choose to remain on the Material Plane for long.
Arcane 3 Duration: instantaneous Toad Range: 60’
The spell can cause a critical short circuit in a target machine. If Arcane 1 Duration: 6 turns
the target fails a saving throw vs. Death, its circuits fry beyond The caster points at one living corporeal target within range and
repair, rendering it inoperative. The spell works on any machine utters a terrible curse that can transform the target into a filthy
of up to 10’ x 10’ x 10’ in size, including robots, vehicles, and toad. A save vs. spells negates this effect. While in toad form,
non-sentient machines (such as generators), but is harmless to the subject is nothing but a slimy amphibian, and also has the
living and undead creatures. physical and mental characteristics of one; once the duration
ends, he returns to his normal self.
World
World
Some City-States worship the Lawful Gods of Man, while Lotan Chaotic God of serpents Cultist
others pay homage to the blood-soaked idols of the long-dead Nabu Chaotic God of forbidden Cultist
knowledge and secrets
serpentmen. Meanwhile, the ancient lizardmen cities of the
Dagon Chaotic God of fish and deep Deep one
tropical South squabble and scheme, some still worshipping the
ones hybrid
Lawful Ixchala, others now following the dark Chaotic path of
Pazuzu Chaotic God of sorcery and Necromancer
the serpentmen gods of old. undeath
fought by freemen willing to risk their life and limb for gold and HARAT COAST GEOGRAPHY
glory in the arena.
Badriya County
Outside Harat's area of control, barbarism abounds. The wild, (population 5,500 families, urban 703 families)
uninhabited lands are home to wild predatory dinosaurs, giant Badriya County is the poorest district controlled by Harat, and
World
insects, and other horrors driven out of the settled area, and suffers from periodic outbreaks of swamp fever. This land of
only a few isolated villages and nomadic hunter-gatherer tribes swamps and occasional low hill or small wood is unsuitable
dwell there. A long road to the southeast through the dangerous for agriculture, and most its residents are fishermen and peat
swamps and the independent village of Gesher-Zur leads to miners – the people who prefer to live in such an area. Mazatel's
Yimara, a wealthy neighboring city-state which enjoys a love- reign brought some relief to this stricken region, with several
hate relationship with Mazatel's new regime in Harat. Yimara swamp drainage projects, paid out of the King's coffers, reducing
backed Mazatel against the old sorcerer-king Nabu-Ram, but the fetid flow to the various hamlets of this region. However, it
now old rivalries have surfaced and Yimara's King Belrazar is still poor, and the swamp itself still holds a bad reputation
dislikes Mazatel's strong commitment to Harat's independence, as the abode of dark spirits and the unliving. This reputation is
not to mention his abolition of slavery. partially based on fact, as there are numerous Sakkaran tombs
still buried in the swamp, many containing curses or restless
Harat’s domain of influence has a population of 40,000 families
undead. Badriya County is ruled by Selira (Neutral lizardman
(200,000 people). The urban population stands at 8,000 families,
witch doctor 6), an old ally of King Mazatel. She conquered this
of whom 4,000 live in Harat itself. In game terms, consider the
region from the Sorcerer King using her undead servitors and
Harat domain to be a Duchy-equivalent, and its Districts to be
thus has a partially-deserved bad reputation. Badriya is ruled by
County-equivalents.
Atl of Chiphua (Lawful lizardman hunter 9), a male lizardman
veteran of the slave revolt, whom Lizard King Mazatel of Sitali
sent to try and bring order to this poor, lawless town. So far, Atl
has had little success in lifting the "Curse of Badriya".
World
the craftsmen, soldiers, and merchants of the city itself, are
En Slaim is also where old king Nabu-Ram's notorious Sheol fishermen, both in the swamps and out on the sea. Farmlands,
Prison stood, beneath the barren Sheol Hills, where many of on the other hand, are rarer and more common to the northwest
the opponents of that tyrannical regime were sent. The prison of this county.
itself, its doors smashed by The Army of the Free, now lies as a
festering wound on the hillside, inhabited only by crazed former Isle of Doves
inmates, Chaos cultists, and monsters. Ein Slaim is ruled by The tiny Isle of Doves is approximately eight miles long and five
Amon-Aram (Lawful fighter 9), a man released two decades ago miles wide. This island of rolling hills is home to a wide variety
from servitude in the mines by Mazatel’s rebel army. He bears an of birds, including a stunning number of doves and pigeons. It
understandable grudge against Harat’s old nobility and invests is unsettled, but occasionally trappers and hunters set sail here
significant resources in hunting them. to hunt fowl and catch attractive songbirds and beautiful doves
to sell in the Harat and Yimara markets. It is said that a shrine to
Great Cedar Forest a local bird-spirit rests here, undisturbed since primordial days,
To the north lies a sea of mighty cedar trees, spreading as far as but still brimming with ancient potency.
the eye can see. This trackless forest has never been felled by the
hands of man or lizardman, though it is said that the mysterious Isle of Tombs
Visitors do explore this area, often setting up bases deep in This barren island rises from the waters of Harat Bay like a
the forests. This is the wildest of the wildernesses of Kanahu – pale yellowish-brown ghost of decaying sandstone. Once, in
home to dinosaurs of all sorts, giant insects, barbaric tribes, and the far bygone days of the Sakkaran Empire, local nobles were
worse. Only the strongest warriors, most cunning rogues, and buried in underground tombs on this island, and legend has it
most powerful sorcerers dare venture deep into the Great Cedar that it served as a cemetery even prior to those ancient dead.
Forest. This rocky island has a foreboding atmosphere about it, and a
descending into madness in the darkness below, and others in recent Kanahi coinage, 4 pouches of saffron (15gp each), 3
resorting to cannibalism when food was scarce. The Army of silver unholy symbols of Atlach-Nacha (90gp each), 4 silver holy
the Free smashed the prison’s gates and executed its wardens symbols of Yamu (80gp each), 8 bundles of dinosaur scale pelts
soon after it deposed the sorcerous tyrant. A few traumatized (15gp each), 2 bronze trinkets shaped like oversized bees (80 gp
survivors emerged from the old prison to resume their lives in each), a bloodstone (50 gp), a crystal (50 gp), a jasper (50 gp), a
newfound freedom. However, many more remained in the utter lapis lazuli (25 gp each), a malachite (10 gp), a moonstone (50
madness below. A few rescue missions met with a gruesome gp), an onyx (50 gp), and 3 turquoise (25 gp each).
end. Soon enough the place was abandoned, forsaking the
0606 A dark cave entry on a small, calm lake’s shore is
former prisoners to their fate. Today the old prison is a deep pit
obscured from regular view by a natural screen of reeds. Inside,
of depravity, a hellish underworld beneath the stones.
a half-flooded cavern branches out and serves as the lair for a
0409 While sailing along the Kanahi coast, the characters’ warband of 18 craymen (AC4, move 30’, swim 40’, HD 1+1, hp
ship rocks violently despite the apparently calm weather. It is 8, 2, 5, 2, 8, 3, 5, 3, 7, 9, 4, 9, 6, 7, 7, 4, 4, 3, #AT 2 (pincers),
attacked by a mosasaurus (AC5, swim 40’, HD 12, hp 67, #AT 1 Dmg 1d6/1d6, Save F1, ML +0, AL C). Next to a squat obelisk
(bite), Dmg 4d8, Save F6, ML +2, AL N) out for a meal of seamen dedicated to their dread god Rahab stands their shaman (AC5,
and ship supplies. If the mosasaurus is slain and dissected, the move 30’, swim 40’, HD 5, hp 12, #AT 2 (claws), Dmg 1d6/1d6,
beast’s belly will be found to contain the remains of its previous Save F2, ML +0, AL C) with clerical abilities akin to a 6th level
lizardman victims, along with their possessions - 4 amethyst cultist. When encountered, the shaman will be in the process
cylinder seals depicting religious scenes of the lizardman faith of sacrificing some poor peasant to his chthonic god. In the
(1,200gp each), 4 platinum reliquaries with crystal panes of the cave’s treasure vault, the craymen have amassed 1,000ep in
lizardman faith (8,000gp each), 6 alabaster game pieces with ancient Sakkaran currency, 1,000sp in much newer Kanahi
jeweled eyes (1,000gp each), 17 jet game pieces with jeweled coins, 2 silver unholy talismans of Rahab (100gp each), 6 urns of
eyes (1,200gp each), an aquamarine (500 gp), a gold crown with sacrificed monster parts (300gp each), 3 jars of lamp oil (20gp,
topaz inserts (9,000 gp), and a ring of command plants. 6 st each), 4 silver unholy idols of Rahab (130gp each), an agate
(25 gp), 2 bloodstones (50gp each), a brass trinket shaped like a
0503 Ein-Slaim, small town, class V market. mostly Lawful,
tentacle (70 gp), a citrine (50 gp), a crystal (50 gp), a fine wood
598 families (2,990 people), predominantly humans. Ruled
statuette (300 gp), a lapis lazuli (25 gp), a malachite (10 gp), 4
by Ben-Yarikh (Lawful cleric of Yarkhibol 9), a moon-priest.
turquoise (25 gp each), a ring of invisibility, and a shield +1.
Perched upon the harsh mountains of the Ein-Slaim district,
this small town is a hub of mining and metalworking. It serves 0710 The characters are moving through the bush among
as the central trading post for all the iron, copper, and tin mines these low, rolling hills. Roll for surprise (with a +2 bonus for
in the surrounding mountains. A second industry is processing the dinosaur) as a carnotaurus (AC6, move 50’, HD 7+1, hp
dinosaur products such as skins and sun-dried meat. Once, not 50, #AT 1 (bite), Dmg 2d10, Save F4, ML +0, AL N) attempts
so long ago, this was a foreboding place through which long to ambush them and eat their sweet flesh! This reptile lacks any
columns of chained prisoners were marched to the nearby Sheol treasure – as it is nothing but a natural predator out for a quick
Prison. Today it serves as a home base for the few brave souls meal – but if defeated, its own meat may sustain the adventurers
who wish to plumb the depth of Sheol Prison. There they seek for quite a long time, especially if properly cured and preserved.
the fabulous treasures rumored to be buried there, among the
0712 The Free City of Harat. Once held in thrall by the dread
death and decay of that old pit of evil.
Sorcerer King Nabu-Ram, today the city is ruled over by the
World
0506 Duhyan, small town, class V market. Mostly neutral, Lizard King Mazatel of Sitali and his coalition of former slaves
601 families (3,005 people) of many species, predominantly rule. Mazatel maintains a loose, but even, hand. This is the
humans. Duhyan is the richest of the county towns and enjoys largest city in this region and its dominant city-state. See p.133
bountiful fishing and rich outlaying farmland. This small town for a detailed description of the Free City of Harat.
is home to many fishermen, several merchants, as well as an
0810 In these dry hills, not far from Harat, a gang of
entirely new administrative apparatus installed by Mazatel of
geckoman highwaymen (“highway geckos”) lurks on a steep
Sitali. Under the Sorcerer King, Duhyan was governed by a petty
rocky hill-face above the marshes. They are waiting for
sorcerer in pact with Deep Ones below the far waves. After the
merchants to pass through the King’s Road. The band consists
Sorcerer King was overthrown, Mazatel installed Batt-Amon
of 20 geckomen (AC3, move 40’, climb 20’, HD 1+1, hp 8, 3,
(Neutral explorer 9), a merchant captain with good ties to the
9, 7, 2, 6, 8, 7, 8, 5, 8, 2, 6, 9, 5, 7, 6, 1, 7, 3, #AT 1 (shortbow or
freed slaves, as the town’s administrator and mayor. The town
spear), Dmg 1d6 or 1d6/1d8, Save GM1, ML -1, AL N) led by
also includes a keep manned by Army of the Free soldiers, and
a ringleader (AC3, move 40’, climb 20’, HD 2+1, hp 12, #AT 1
several small naval warships use Duhyan as their home port.
(shortbow sword), Dmg 1d6 or 1d6/1d8, Save GM2, ML +1, AL
0604 A seldom-used, weed-choked trail snakes uphill in N). In a craggy cave above the cliff the geckomen have made
deep, dark foliage. Eventually, it enters a darker part of the woods a home, and there they keep the loot they have stolen from
where little sunshine can penetrate. There, in the forest’s heart of travelers and merchants: 1,000 electrum pieces dating back
darkness, an ettercap (AC4, move 30’, climb 30’, HD 3+1, hp 17, to Nabu-Ram’s reign, 1,000 new silver coins bearing Mazatel
#AT 3 (bite/claw/claw), Dmg 1d8/1d3/1d3, Save F3, ML -2, AL of Sitali’s face, a crate of assorted stolen armor and weapons
C) has set up its webs in wait for prey – small dinosaurs, large (225gp, 10 st), 3 jars of dyes and pigments (50gp, 5 st each), 4
insects or hapless travelers. Deep within its webs, it has hoarded crates of expensive glassware from Yimara (200gp, 5 st each),
quite a rich hoard of plunder from its many victims: 1,000sp
The Harat Coast Gazetteer 127
each), a crystal geode (2,000 gp), an emerald (8,000 gp), a facet- 1606 A small ruined fort stands along the side of an
cut imperial topaz (4,000 gp), a whorled nephrite jade (1,500 infrequently-travelled road. The mostly-intact building looks
gp), a potion of diminution, a potion of heroism, a bag of quite inviting for wayfarers to stop and rest, especially in the
holding, a sword +1, +3 vs. undead, a suit of plate armor +2, rainy Kanahi winter. This ruin, however, serves as the perfect
and a shield +2. hunting ground for a swarm of 12 darkmantles (AC7, move
20’, fly 30’, HD 1+1, hp 6, 4, 9, 7, 3, 5, 6, 3, 7,3, 3, 3, #AT 1 (slam),
1409 An old tomb, probably built by Kanahi kings shortly
Dmg 1d6, Save F1, ML +0, AL N), who prey on passing travelers
after Sakkara’s fall, stands on a hill overlooking a particularly
and wandering animals. Among the rotting remains of their
stagnant stretch of marshland near the shoreline. This
half-digested victims are 4 glass eyes (40gp each), 6 sticks of rare
sepulcher is flooded up to knee-level with water seeping from
incense (9gp each), a brass trinket shaped like a small dinosaur
its cavernous, moss-covered roof. Mosquitos abound during
(40 gp), a porcelain trinket in the shape of a scarab (500 gp), a
summertime. Inside, amongst desecrated sarcophagi, lurk 3
scrimshaw skull trinket (28 gp), and a shell trinket – an old but
mohrgs (AC9, move 30’, HD 7+2, hp 25, 31, 38, #AT 2 (slam/
beautiful seashell (80 gp).
tongue), Dmg 2d8/special, Save F4, ML N/A, AL C) and their
rotting entourage of 9 zombies (AC1, move 20’, HD 2, hp 5, 9, 1608 Salaam, small town, class V market. Neutral, 607
10, 7, 4, 8, 11, 12, 3, #AT 1 (slam), Dmg 1d8, Save F1, ML +1, families (3,035 people), mostly humans. Salaam was burned
AL C). Scattered among the desecrated graves are the remnants to the ground during the war. It is now partially rebuilt and
of old grave goods - 1,520 old Kanahi electrum coins, 1,333 settled by refugees from the fighting. It is still a rough place and
ancient Sakkaran silver coins, 2 jars of old but preserved dyes the wounds of the old war have never completely healed. The
and pigments (50gp, 5 st each), a potion of invulnerability, a charred bones of the past still stick out from the fields.
scroll of ward against magic, a wand of magic missiles, and a
1705 Several bushes stand close to each other, seemingly
battle axe +1.
woven together out of the brush. Between them stands a
1503 Bit-Bazi, stronghold, class V market. Mostly Neutral, velociraptor nest, containing 20 adult velociraptors (AC4,
502 families (2,510 people), almost all humans. It is ruled by move 80’, HD 1d6 hp, hp 1, 3, 4, 3, 5, 5, 3, 6, 4, 5, 5, 6, 2, 4,
Aolamesh (Neutral barbarian 10), a scion of the once-decimated 1, 1,2 , 6, 6, 1 #AT 3 (bite/claw/claw), Dmg 1d4/1d2/1d2, Save
Bit-Bazi tribe. The Sorcerer King Nabu-Ram once put most as normal man, ML +0, AL N), 13 eggs (65gp each), and 7
of the Bit-Bazi tribe to the sword. After Nabu-Ram’s defeat, hatchlings (67gp each). While this nest contains no treasure, the
Aolamesh, who helped Mazatel of Sitali defeat the Sorcerer hatchlings are readily tamable.
King, returned to his old, devastated home and founded a fort
1709 Well-hidden in the rural landscape, in a seemingly
to protect his remaining people. Dozens of additional peasant
natural cavern, is a Visitor outpost. Several metallic doors
families have since moved in to live under his protection. Bit-
open into its technological interior and many inner chambers,
Bazi is a frontier settlement frequented by barbarians, explorers,
all encased in walls of the Visitors’ usual blue-grey metal alloy.
shamans, and other people who detest the constricting limits
Inside, 37 Visitors (AC3, move 30’, HD 1, hp 7, 6, 8, 5, 3, 1, 1,
imposed by civilization and who hear the call of the wild. It is
2, 2, 3, 7, 8, 8, 7, 1, 2, 1, 4, 8, 3, 4, 6, 2, 6, 1, 6, 4, 1, 7, 7, 7, 1, 6,3,
also the haunt of trappers looking for fresh skins and bones to
7, 2, 8, #AT 1 (plasma pistol), Dmg 1d8, Save F1, ML -1, AL N)
bring back and sell in Yelek or Harat for a handsome profit.
work and do their research. Leading them are 4 team leaders
1514 Beit-Rahab, large village, class V market. Chaotic, (AC6, move 30’, HD 1, hp 8, 5, 8, 7, #AT 1 (plasma pistol),
333 families (1,666 people), all deep one hybrids. It is ruled Dmg 1d8, Save F1, ML -1, AL N) and a commanding officer
World
by Daganimelech (Chaotic deep one hybrid 4), a degenerate (AC8, move 30’, swim 40’, HD 4, hp 26, #AT 3 (bite/claw/claw),
spawn of the deep. All the families in this run-down, water- Dmg 1d6+2/1d4+2/1d4+2, Save F2, ML +2, AL N). In addition
logged village worship the dread fish god Dagon and have to the high-tech weapons and armor carried by the Visitors
long intermarried with the deep ones living along the reefs at themselves, the outpost stores contain 54 energy crystals, 2 stun
its coast, sealing dark pacts with these despicable creatures in launchers with 30 stun bombs, 5 mind probes and varied high-
order to gain abundant fish. A casual visitor to Beit-Rahab will tech salvage worth 3,000gp when sold to an appropriate trader
notice that the locals are surly and have a certain fish-like quality or scholar.
to their skin and to their eyes. The mutant villagers will try to
1710 A clearing in the swamp contains a squat, roughly-
capture anyone staying at the crumbling Swimming Mermaid
hewn 9’ tall statue of Bokrug, the chthonic god of lizards and
inn for the night and sacrifice him to dread Dagon, or perhaps
amphibians. Around it, several crude huts stand in an uneven
even to the terrible lord of chaos and the raging seas – the many-
circle, and below its feet an altar is erected, stained by the blood
tentacled Rahab.
of innocents. This is the hideout of a cult of 26 toadmen armed
1601 A cave mouth in a sheer rocky cliff serves as the den with crude spears and dinosaur skin shields (AC4, Move 30’,
of a mating pair of tyrannosaurs (AC6, move 40’, HD 12+1, hp swim 40’, HD 1+1, hp 5, 9, 7, 6, 3, 7, 4, 7, 5, 3, 2, 5, 7, 3, 6, 3, 4, 7, 3,
59, 62, #AT 1 (bite), Dmg 3d8, Save F6, ML +2, AL N), who are 7, 6, 5, 6, 4, 9, 9, #AT 1 (spear), Dmg 1d6, Save F1, ML 0 (+2), AL
now nesting with their three eggs. Rotting carrion and broken C), led by 4 champions (AC5, Move 30’, swim 40’, HD 2+1, hp
corpses litter the cavern interior, remains of the two predators’ 13, 8, 14, 7, #AT 1 (spear), Dmg 1d6+1, Save F1, ML 0 (+2), AL
many meals. Among them, in addition to three unhatched C), a spellcasting curate of Bokrug (AC5, Move 30’, swim 40’,
tyrannosaurus eggs, are scattered two gemstones once held by HD 4+1, hp 23, #AT 1 (spear), Dmg 1d6, Save F2, ML 0 (+2), AL
one of their latest victims (a traveling gemstone merchant): a C) and 3 giant toads (AC2, Move 30’, HD 2+2, hp 8, 10, 15, #AT
black sapphire (1,000 gp) and a flawless diamond (4,000 gp). 1 (bite), Dmg 1d4+1, Save F1, ML +2, AL N). The cult’s treasure
The Harat Coast Gazetteer 129
(AC7, move 60’, HD 8+3, hp 44, 35, 34, 32, #AT 1 (claw), Dmg +2, a war hammer +1, a suit of leather armor +2, and a pair of
1d8, Save F4, ML +0, AL N). They have been preying on the shields +1.
local population and wildlife. Very little of value remains in this
2203 A cave near a shallow stream smells of recently
abode of death, save for the digesters’ body parts, which may be
butchered meat and dinosaur droppings. Inside, a pack of 8
valuable for magical research.
deinonychi (AC3, move 70’, HD 2+1, hp 13, 11, 9, 7, 6, 16, 8, 13,
2102 In the thick heart of a rotting part of the forest, a bare, #AT 3 (bite/claw/claw), Dmg 1d6/1d4/1d4, Save F1, ML +0, AL
rotten tree trunk stands in a tiny clearing. The “tree” is in fact a N) nest with 3 eggs (200gp each) and a single hatchling (215gp).
roper (AC9, move 10’, HD 10, hp 55, #AT 1 (bite), Dmg 2d8, Save No treasure is to be found there apart from the hatchling and
F5, ML +2, AL C) lying in wait for passing prey. Around it lie the the unhatched eggs, which may be incubated to give birth to
many rotting corpses and gnawed-upon bones of its numberless more hatchings, all tamable.
victims. Among these are the remains of cultists who tried to
2209 Within a thick copse of dead and dying woods,
pay homage to the “unholy forest clearing” and were devoured
inside a shallow cave covered by dead roots and vines, stands
for their troubles. They have left behind 26 jade carvings of vile
a mixed patch of vile fungi – 3 violet fungi (AC3, Move 10’,
chthonic gods (200gp each), a potion of sweet water, a wand of
HD 3+2, hp 13, 11, 15, #AT 4 (tentacle, tentacle, tentacle), Dmg
device negation, and a sword +1, +3 vs. dragons.
1d6/1d6/1d6/1d6, Save F2, ML none, AL N) and 5 shriekers
2110 Along the King’s Road from Velaya to Harat, a (AC2, Move 3’, HD 3, hp 5, 13, 12, 16, 17, #AT special (scream),
mercenary warband of 20 lizardman troopers with spears Dmg special, Save F1, none, AL N). Amongst them are the
and shields (AC4, move 40’, swim 40’, HD 1+1, hp 2, 8, 5, 2, bones of their latest victims, mostly dinosaurs but also a few
4, 9, 9, 2, 7, 2, 8, 2, 6, 5, 4, 2, 4, #AT 1 (spear), Dmg 1d6, Save men and lizardmen, but no remarkable treasure.
F1, ML +0, AL N) travels at a casual pace. They search for
2310 In a ramshackle hut in the woods here, not far from
employment, eventually wishing to reach Harat and try to be
Gesher-Zur’s wooden palisade, lives a “woman” who the locals
hired by the Lizard King Mazatel of Sitali. The troopers are
say, in hushed voices, is a witch. The alleged witch trades often
supervised by three sergeants (AC5, move 40’, swim 40’, HD
with the locals, offering them charms, minor magical help and
2+1, hp 7, 8, 9, #AT 1 (sword), Dmg 1d6, Save F2, ML +2, AL N)
alchemical concoctions in return for fresh dinosaur meat. She
and commanded by a lizardman warrior warchief (Lizardman
is, in fact, an aranea (AC5, Move 50’, climb 25’, HD 3+3, hp 17,
Warrior 5, AC5, move 40’, swim 40’, HD 5, hp 33, #AT 1 (spear
#AT 1 (bite), Dmg 1d6 and poison, Save F3, ML -2, AL N) who
+1), Dmg 1d6+1, Save LW5, ML +2, AL N). A lizardman
conducts weird magical research in her hut’s basement. In her
shaman (Lizardman Shaman 4, AC5, move 40’, swim 40’, HD 4,
humanoid form, she enjoys adorning herself with expensive
hp 10, #AT 1 (spear), Dmg 1d6, Save LS4, ML +2, AL N) serves
jewelry: an alabaster necklace (800gp), bone earrings (15gp); a
as the warchief ’s trusted adviser.
carved jade ring (600gp), and a moonstone brooch (3,000gp). In
2114 The sharpest peaks of the Velaya Range are home an old, locked trunk she also keeps 1,000sp and a tiger eye gem
to Jakka the Bearded, a very old female dragon of a bluish- (25gp). On her person she carries a potion of extra healing.
black hue (AC16, move 30’, fly 80’, HD 16, hp 73, #AT 3 (claw/
2311 Gesher-Zur, large village, class V market. Neutral, 311
claw/bite), Dmg 1d10/1d10/4d8, Save F16, ML +2, AL N). In
families (1,555 people), humans and lizardmen. Ruled by Nirban
her youth she exacted tribute from Gesher-Zur, Beit-Rahab,
(neutral fighter 5), a descendant of a long line of petty headmen
and sometimes even Velaya. In her advanced age, however,
who have ruled this small, independent village for centuries.
she spends far more time enjoying her massive hoard than
World
Gesher-Zur offers a very welcome respite for caravans travelling
traveling beyond the mountains. In fact, she has not ventured
the King’s Road from Yimara to Harat. This village is fiercely
outside the Range and its foothills for two human generations,
independent and perennially neutral in political matters. The
and is nowadays nearly forgotten by everyone except for the
local population prefers to focus on swamp agriculture, fishing,
occasional trappers and prospectors who still speak in hushed
and caravan supply rather than get involved in wars between
tones of the Dragon of the Mountains with its shiny scales,
kings and lords. Gesher-Zur is also a good home base for those
magnificent black beard, and thundering voice, shooting
wishing to explore the accursed swamp tombs a day’s walk from
lightning at those foolish enough to scale the highest peaks.
the village. The village holds both a proper temple to Eshmun
Her wondrous hoard includes 1,000ep, 1,000gp, 1,000pp, a crate
and a small shrine to Yammu, the latter of which was established
of old Sakkaran swords in excellent condition (225gp, 10 st), 4
when a passing cleric – rumor has it that it was Prelate Lagratha
ornamental jars of myrrh (2,500gp, 4 st each), a roll of spider silk
of Harat in her youth –showed the villagers Yammu’s might,
(400gp, 4st each), 6 crates of ancient greenish-blue glassware
and the impressed locals quickly built a shrine to appease the
(200gp, 5 st each), 25 pieces of triceratops ivory (8gp each), 27
magnificent god.
rare books written in High Sakkaran (150gp, ½ st each), a gold
tiara adorned with five large topaz stones (5,000 gp), a potion of 2404 An unremarkable-seeming cave winds downward.
clairvoyance, a potion of climbing, a potion of growth, an oil It eventually arrives at a roughly-hewn temple to Qetesh, the
of sharpness, a scroll of ward against elementals, 3 scrolls of vile goddess of unrestrained bestial fertility. The temple is
ward against undead, a treasure map (to 17,000gp, 20 gems), a festooned with symbols of chaos and madness. Among its tall
ring of commanding plant, a wand of fear, a wand of fireballs, columns lurk a pair of gricks (AC6, speed 30’, climb 20’, HD
a flask of dust of disappearance, an efreeti bottle, one set of 2, hp 8, 9, #AT 5 (bite/tentacle/tentacle/tentacle/tentacle), Dmg
eyes of petrification, a short sword +2, 6 arrows +2, an axe 1d3/1d4/1d4/1d4/1d4, Save F1, ML +0, AL C), feeding on the
long-abandoned temple’s dark energies. The gricks will certainly
2615 On the king’s road between Harat and Velaya, the THE FREE CITY OF HARAT
characters find the wreckage of another trade caravan, attacked City, Class III market. Mostly lawful and neutral, 4,000 families
by bandits and stripped bare of its valuable cargo. Three (20,000 people) of many species, predominantly human and
edmontosaurs (AC3, move 60’, HD 4, hp 14, 23, 18 #AT 1 lizardman. Ruled by the Lizard King, Mazatel of Sitali (Lawful
(trample), Dmg 1d8, Save F2, ML -1, AL N) evaded capture by lizardman gladiator 10).
the highwaymen, but are now beset by 5 hungry deinonychi
(AC3, move 70’, HD 2+1, hp 10, 14, 16 #AT 3 (bite/claw/claw), The Free City of Harat is one of the city-states of Kanahu. It is a
Dmg 1d6/1d4/1d4, Save F1, ML +0, AL N). If saved from the large and well-developed urban center, at least in comparison to
predators and calmed down, they may be reclaimed as mounts. its rural surroundings. For decades, the Chaotic Sorcerer King
Nabu-Ram ruled Harat. Several years ago, the city was liberated
2801 Among forested wooden hills, a curious dolmen by a massive slave rebellion led by the lizardman gladiator,
stands, its rocks inscribed in the long-dead serpentman Mazatel of Sitali. This mighty reptilian now rules the city as the
language. If an adventurer digs near the dolmen, he will unearth Lizard King. Harat is moderately wealthy and enjoys naval trade
an old stone door covering a winding staircase choked by the and fishing along the coast and relatively bountiful harvests
odor of death and decay. Below is an old serpentman tomb. from the outlying villages, as well as mining in the mountains
A single cryostasis tube stands in its middle, containing the to its north.
skeleton of a dead serpentman, whose power source failed eons
ago. The skeleton’s undead comrades still guard the tomb – a 1 The Hanging Gardens – the great Wonder of Harat.
duo of undead serpentmen (AC4, Move 40’, HD 7, hp 20, 34, Water pumped from the Harat River by an elaborate system
#AT 1 (bite), Dmg 2d6, Save F7, ML +4, AL C) slithering on of dams and bucket wheels feeds these magnificent terraced
its moldy stone-tile floor. The serpentmen’s many grave goods gardens. The terraces are brimming with lush greenery and
still littler this room: 2,000 incredibly ancient electrum coins, 3 splendid blossom at spring time. With a constant supply of
boxes of ancient armor and weapons (225gp, 10 st each), a crates water they stay verdant even at the sun-scorched height of the
of glassware (200gp, 5 st), 3 crates of mummified monster parts Kanahi summer. The Lizard King of Harat Mazatel of Sitali
(300gp, 5 st each), 2 vials of ancient perfume (50gp each), 6 bone (Lawful lizardman gladiator 10) uses these gardens as his
serpentile torcs (12gp each), 4 silver unholy symbols of Lotan outdoor palace from the first warmth of spring to the beginning
(70gp each), 7 glass snake-eyes (50gp each), 2 amber pieces (100 of the autumn rains. He sits, not upon a throne, but on several
gp each), a garnet (250 gp), a vile bone trinket in Lotan’s likeness comfortable pillows next to a constantly warmed water-pipe,
(25 gp), a fine ancient dried wood idol of Lotan (500 gp), a jade granting audiences and managing his realm. He also throws
(100 gp), a jet (100 gp), 2 porcelain idols of Lotan (500 gp each), many feasts for his countless underlings in these gardens, where
2 zircons (75 gp), a potion of flying, a potion of sweet water, 2 wine and fish flow in abundance. The king and his entourage
scrolls of ward against undead (written in Serpentile), a divine enjoy exotic and spicy food made by the royal cook, Henna
spell scroll of light (written in Serpentile), a sword +1, +2 vs. Carrot-Tail (level 0 gecko-woman). She was once a personal
undead, and a sword +1, flame tongue. slave of a corrupt Harati noble, but now serves her liberator, the
Lizard King, as a proud freewoman. She boasts a magnificently
2806 A curious cavern pierces a tall mountain wall, and fat tail, wonderful orange coloration, and the best cooking skills
opens onto a hewn underground temple to Qetesh, the Chaotic in Harat, if not in all of Kanahu. She occasionally hires various
goddess of fertility and bestiality. Among its crumbling idols adventurous types to seek exotic ingredients for her fabulous
and broken amphorae, a single maddening shoggoth (AC6, dishes served at the king’s table.
World
move 20’, HD 8+1, hp 33, #AT 2 (claw/claw), Dmg 1d4/1d4,
Save F4, ML +0, AL C) hides. Other than the horrid monster 2 Citadel of Harat. This imposing fortress is the military
and dark idols of Chaos, there is little of interest in that temple. heart of Harat, enjoying its own walls of cyclopean stones and
iron-bound wooden gates. It was badly damaged and partially
2910 Among the wooded hills, a small creek serves as home burned when Mazatel of Sitali took the city from the clutches of
for a giant mantis (AC4, Move 20’, fly 40’, HD 4+2, hp 19, #AT the Sorcerer King. Following Mazatel’s victory, the fortress was
3 (bite/leg/leg)), Dmg 1d8/1d10/1d10, Save F2, ML +3, AL N), quickly rebuilt under the conqueror’s dragon standard to stand
It is a solitary hunting female who guards her freshly-laid egg as a symbol of the new king and serve as the headquarters of
case while looking for suitable prey - adventurers included. The the Army of the Free. As the highest point in the city, the citadel
bones and carapaces of her many victims dot the creek, but commands a breathtaking view of its surroundings. Night
there is no treasure to be found among these grim remnants. and day, the citadel is a bustling hub of military activity, as the
3004 A hillside cave-mouth leads into a shallow cavern leaders of the Army of the Free address the many problems that
strewn with rotting bodies looking as if they were torn from beset Harat. The Army’s generals are not always able to use their
inside out. They were the victims of 3 giant parasitic wasps regular troops to deal with each and every military problem
(AC4, Move 20’ Fly 60’, HD 5+2, hp 22, 27, 23, #AT 1 (sting), in their territory; sometimes they prefer to hire deniable - and
Dmg 2d4 and poison, Save F3, ML +2, AL N). Among their expendable - mercenaries to deal with delicate problems that
victims body are several of the personal effects of the dead - 2 massed troops cannot. The Citadel is thus a frequent destination
fine small dinosaur-bone idols of Innana (900gp, 1 st each), a for adventurers searching for mercenary jobs.
chryselephantine amulet (400 gp), a wrought gold ring (800 gp), 3 Accursed Ruins of the Old Palace. Nabu-Ram, the
and a wrought silver bracelet (800 gp). terrible Sorcerer-King of Harat, once lorded over the city and
its environs with an iron fist from this once-imposing palace
of death and chaos. Then came Mazatel of Sitali with an elite
The Free City of Harat 133
squad of heroic adventurers and smote down this sorcerer’s 7 Ruined Temple of Rahab and Dagon. During Nabu-
abode. Now the old palace lies in ruins and the citizens of Harat Ram’s dark reign, corrupt priests of Chaos worshipped the twin
whisper about its accursed nature. Rumor has it that deep vile gods of the sea and its fish under the dark, vine-choked
underneath the old palace, the Sorcerer King’s dark dungeons pillars of this harbor-side temple. Many mortals lost their lives
still sprawl, flowing with untold horrors and unimaginable on its unholy altar, sacrificed to the demonic gods of Chaos and
marvels of high sorcery. King Mazatel has commissioned a large fed to the despicable monsters who swam up the channels from
pyramid temple of Ixchala to be built over these ruins, but the the reefs at the cultists’ call. Then came Mazatel and Xihuaten,
old palace’s reputation drives away the workers save the most who smote this font of darkness. Now it lies in ruins, its pillars
devout followers of Ixchala. Thus construction moves forward charred by holy fire and its altar shattered by Ixchala’s holy
at a snail’s pace. wrath. No Harati citizen dares worship the old Chaotic gods in
the open, but by night cultists dedicated to Rahab and Dagon
4 In one of the deepest and smelliest cisterns of the
still sneak into their ruined temple to pay homage to their fallen
Harati sewer, rubbish brought by the slow flow of sewage
gods and sacrifice the innocent to the monstrous deep ones
slowly aggregates. This cistern is not far from the old Sorcerer
from the accursed reef outside of Harat. Leading this clandestine
King’s dungeon, and the forces of chaos have long seeped
cult is Dark Bishop Eklon (Chaotic cultist 8), who masquerades
into it, spawning 5 otyughs (AC7, Speed 20’, HD 6+2, hp 23,
during the day as an “honest” fishmonger managing a store next
32, 29, 31, 39, #AT 4 (bite/tentacle/tentacle/tentacle), Dmg
to the shoreline.
1d4/1d6/1d6/1d6, Save F3, ML -1, AL C). Among the detritus
are the remains of the otyughs’ victims, some of whom were 8 Grand Bazaar of Harat. This market bustles with
thieves carrying precious loot who foolishly thought that the trade, both in goods and in favors. Once the Grand Bazaar was
cistern a safe hideaway. Their bones and rotting flesh conceal a the forlorn place where slaves were bought and sold for gold and
flawless facet-cut diamond (8,000 gp), an arcane spell scroll of silver, but the Lizard King abolished slavery and shattered the
hold portal (written in High Sakkaran) inside a watertight case, chains of the thralls. Now the slave trade is strictly outlawed and
a sword +1, flame tongue, and a suit of plate armor +1. punishable by a quick death. The bazaar, however, still offers a
dazzling variety of other goods, licit and illicit (Harat is a Class
5 Baths of Harat. Water pumped from the Harat River
III market). The Grand Bazaar is also where the Brotherhood
is heated in huge furnaces burning underground to provide the
– Harat’s criminal underworld – maintains its headquarters, in
citizens of Harat with year-round hot and cold baths. The Baths
a run-down watering-hole called “The Drunk Cockroach”. The
of Harat are a marvel of engineering that were once reserved
ringleader is ”King of Thieves” Ermun (Neutral thief 7), an
for the Harati nobility. One of King Mazatel’s first decrees when
old criminal who had his left arm cut off at Nabu-ram’s order
he took control of the city was to open the Baths to all citizens.
as punishment for grand theft. Visitors to the Bazaar should be
The Lizard King also ordered the expansion of the Baths, a
wary lest their wallets be picked by Ermun’s underlings.
project that was completed several years ago. In the cold and
rainy winter months, King Mazatel sets his throne here, half- 9 Harat Arena. When Nabu-Ram and his corrupt
submerged in warm water in traditional lizardman fashion. nobles ruled Harat, men and women were forced to fight each
From there, he governs the city and the outlying countryside. other and various beasts of prey for the entertainment of their
Harat’s citizenry has broadly welcomed the opening of Baths, vile overlords. Mazatel fought here in his youth, and it was in the
and their availability has doubtless contributed much to King Arena’s gladiatorial pens that he began his a violent revolt. Today,
Mazatel’s enormous popularity among his subjects. gladiators compete in the Arena only out of their free will (see
World
gladiatorial combat rules, p.18). Fights to the death are mostly
6 Temple of Ixchala. When Mazatel of Sitali took Harat
reserved to criminals convicted in heinous crimes who choose
by storm he immediately ordered the construction of this small
the glory of the arena over the gallows of the Grand Bazaar.
pyramid in honor and thanks to the lizardman goddess, Ixchala.
Arena dueling is also a favorite way of the Harati population to
The temple is administered by High Priestess Xihuaten (Lawful
resolve various disputes. With so much foot traffic, the Arena is
lizardman priestess 9), Mazatel’s spiritual advisor, a mighty
a favorite haunt for Brotherhood pickpockets.
wielder of divine magic. She makes her residence in the temple
and oversees the sacrifice of dinosaurs, serpents, and giant 10 Inner Quarter. Once the old nobility resided in the
insects to her goddess on its top terrace. She has brought many splendid mansions and small palaces of this rich quarter. The
of her old acolytes with her. Most acolytes are lizardwomen, but Slave Rebellion led by Mazatel of Sitali slew old slave-driving
in the years since Harat’s liberation she has also taken in several nobles. Now, this part of town serves as the perfect residence for
local human women to serve the mighty goddess and bring the wealthy merchants and master craftsmen who paid handsome
blessings of Law to this once-shadowed city. The temple is a fees to the new Lizard King’s coffers for the purchase of their
citadel of order and goodness, a spiritual bulwark against the new homes. Well-patrolled by the private household guards
howling chaos of the eternal night. The temple may be a physical of the affluent residents and cleaned spotlessly by their paid
bulwark as well: Harati legend holds that the old entrance to the servants, the Inner Quarter shines in splendor and enjoys much
former Sorcerer King’s dungeons sits beneath the temple, and safety and little crime – except for the occasional burglary of
that Ixchala’s pyramid was built on this spot to serve as guard a merchant who thought that he could do business in the city
and ward against the evil beneath. without paying the Brotherhood its dues.
victims grabbed from the streets above, as well as valuables 21 To the side of the Port of Harat stands this dark coral
hoarded by the choker: 1,000sp, 3 silver holy symbols of Innana reef, renowned by sailors as a bad omen and rarely approached
(20gp each), 8 glass prisms (30gp each), 9 bone trinkets (24gp for the fear of bad luck and risk of shipwreck. Far below the
each), a bloodstone (50 gp), a shell trinket (150 gp), an arcane waters, in dark caverns between the reefs, lurks a warband of
spell scroll of lower water (written in High Sakkaran), and a 32 deep ones (AC6, move 30’, swim 40’, HD 2+1, hp 10, 5, 10,
scroll of ward against undead. 11, 12, 9, 10, 7, 7, 17, 12, 9, 14, 7, 8, 5, 9, 16, 4, 11, 12, 11, 12, 8, 8,
8, 10, 5, 9, 11, 9, 12 #AT 3 (bite/claw/claw), Dmg 1d6/1d4/1d4,
20 A wide cistern deep within the sewers of a Harat is
Save F2, ML +2, AL C). Leading them is a war-chief (AC8,
filled with muck and effluent up to knee level, thickened with
move 30’, swim 40’, HD 4, hp 26, #AT 3 (bite/claw/claw), Dmg
piles of decaying trash. Among this sewage lurk a balroach
1d6+2/1d4+2/1d4+2, Save F2, ML +2, AL C) who enjoys a
(AC8, Move 40’, climb 20’, HD 5, hp 21, #AT 1 (bite), Dmg 1d8
+2 bonus to attack throws due to his massive strength. In the
and poison, Save F3, ML +2, AL N) and 12 giant cockroaches
deeper caverns, inside a large pocket of air connected to the
(AC3, Move 50’, climb 20’, HD 1, hp 5, 1, 1, 2, 4, 1, 4, 2, 4, 8, 8, 1,
Harati sewers by a series of dark passages, the deep ones have
#AT 1 (bite), Dmg 1d4, Save special, ML -2, AL N). Searching
amassed much treasure. They looted it in raids against coastal
the detritus will reveal small treasures which drifted here on the
communities and gathered through sacrifices and tributes
slowly streaming sewage among the flotsam and the jetsam and
when Nabu-Ram was still in power in Harat: 1,000cp, 1,000sp,
incidental trinkets left by victims of these giant insects: 1,000ep
5 barrels of preserved fish (5gp, 8 st each), a crate of terra-cotta
in old Sakkaran coins, a bone trinket (19 gp), a shell trinket (30
pottery (100gp, 5 st), 5 rolls of cloth (10gp, 4st each), 11 rugs
gp), a wrought silver trinket (500 gp), a large wrought silver
(5gp, 7 st each), 2 barrels of Sakkaran beer (10gp, 8 st each), 12
trinket (600 gp), and a potion of growth.
gallons of lamp oil (2gp, 6 st each), 4 pouches of saffron (15gp
each), 4 silver unholy idols of Dagon (70gp each), 23 iron ingots
(1gp, ½ st each), a brass trinket (190 gp), an onyx (50 gp), a shell
trinket (130 gp), 2 tiger eyes (25 gp each), a suit of chain mail
armor +1, and a shield +3.
World
RECOMMENDED BOOKS
Sir Arthur Conan Doyle – The Lost World
Robert E. Howard – Conan the Barbarian series of short stories and novels; a major inspiration for this setting
Edgar Rice Burroughs – Barsoom series – a sword & Planet classic
Clark Ashton Smith's Zothique and Hyperborean stories
Michael Moorcock – Elric of Melniboné series; a major inspiration for this setting
H.P. Lovecraft – any of his horror stories can highly inspirational for the forces of Chaos in this setting
Fritz Leiber – Lankhmar series
Robert Asprin – Thieves' World anthologies
Appendices
are, ironically enough, Lawful - because, if civilization falls, so antenna, gains a +1 bonus to avoid surprise and a +4 bonus
does its bounty, and so do the many opportunities for success on any proficiency throws to hear noises and detect secret
it offers. Most are Neutral or Chaotic, however, as befitting doors. With a proficiency throw of 18+ he can notice secret
their opportunistic nature. Bugmen usually worship the gods of doors with just casual observation. This is effectively the
humans around them, though they are rarely devout, and much Alertness proficiency selected as a custom power.
more interested in striking temporary deals with the divine • Inhumanity: bugmen are alien beings and thus suffers a
rather than forming long-lasting relationships. -2 penalty to the reactions, loyalty, and morale of humans,
lizardmen and geckomen. The character gets a +2 bonus to
Requirements the reactions, loyalty, and morale with bugmen.
All bugmen require a minimum Dexterity and Constitution of
9 or better. • Mercantile Network: Every bugman know other bugmen
traders, as well as Human traders, all over the land.
Whenever the character buys and sells equipment, hires
retainers, and engages in mercantile ventures in a market
they have previously visited, he treats the market as if it were
one market class larger than its actual size. (Class I markets
remain Class I markets).
• Inhumanity: Bugman praetors are alien beings and thus • Improved Multiple Attacks: The praetor gains a +2 bonus
suffers a -2 penalty to the reactions, loyalty, and morale to attack throws and damage rolls when attacking with
of humans, lizardmen and geckomen and. The character both pair of arms. Improved Multiple Attacks counts as 4
gets a a +2 bonus to the reactions, loyalty, and morale with custom powers.
bugmen (costs 0 custom powers).
• Superior Fighting: The class’s Fighting Value is effectively
• Insect Senses: The bugman praetor, owing to his acutely- increased by 2 for all purposes.
sensitive antenna, gains a +1 bonus to avoid surprise and
Bugman Praetor 4: The class gains all the custom powers of
a +4 bonus on any proficiency throws to hear noises and
Bugman Praetor 0 as well as the powers listed below.
detect secret doors. With a proficiency throw of 18+ he
can notice secret doors with just casual observation. This • Bug Sense: The bugman praetor gains his DEX bonus,
is effectively the Alertness proficiency selected as a custom shield bonus, and Instinctive Dodge bonus to AC even
power. when ambushed, backstabbed, or otherwise attacked with
surprise.
• Instinctive Dodging: The bugman praetor can instinctively
avoid blows in combat with inhuman speed. A praetor in • Superior Fighting: The class’s Fighting Value is effectively
leather armor or less has an unarmored AC 2 at 1st level. At increased by 2 for all purposes.
7th level, its unarmored AC increases to 4, and at 10th level
• Improved Multiple Attacks: The praetor gains a +2 bonus
it increases to 5. Instinctive dodging counts as 2 custom
to attack throws and damage rolls when attacking with
powers.
both pair of arms. Improved Multiple Attacks counts as 4
• Jumping: The bugman praetor may jump 20’ in a combat custom powers.
round in any direction, ignoring obstacles or combatants
• Superior Frame: The class’s HD Value is effectively
between it and its target. Jumping counts as 4 custom
increased by 1 for all purposes.
powers.
• Survivability: The hardy bugman possesses the Experience Point Progression After 8th level
survivability of a cockroach, and thus is immune to all Bugman praetors increase the amount of experience required to
forms of disease, including magical diseases caused by gain each level after the 8th by 60,000XP.
spells, mummies, or lycanthropes, as well as to all forms
of poison, including magical poisons. This is effectively GECKOMAN CUSTOM CLASSES
the Divine Health proficiency selected as a custom power Geckomen look like upright, humanoid Fan-Fingered Geckos,
combined with a renamed Wholeness of Body. It costs 2 thin and nimble, with large, lidless eyes (with slit pupils)
custom powers. dominating their faces. Their scaly skin ranges in color from
Bugman Praetor 1: The class gains all the custom powers of light grey, through yellowish-beige to brown, sometime spotted
Bugman Praetor 0 as well as the power listed below. with yellowish spots. Unlike a lizardman, however, their scales
are gentle and soft, and thus give them little protection beyond
• Superior Fighting: The class’s Fighting Value is effectively what a Human skin can provide. There are very little external
increased by 1 for all purposes. differences between males and females (unless the female is
Bugman Praetor 2: The class gains all the custom powers of gravid and thus bloated), though a geckoman will recognize the
Bugman Praetor 0 as well as the power listed below. sex of a fellow geckoman or Gecko-Woman at a glance (humans
who are unfamiliar with geckomen cannot recognize geckoman
• Bug Sense: The bugman praetor gains his DEX bonus, gender; if familiar with them, they'll correctly recognize the
shield bonus, and Instinctive Dodge bonus to AC even gender on a roll of 11+). Geckomen prefer to be active after
when ambushed, backstabbed, or otherwise attacked with dark, and, in their natural habitat, wear very little clothes, but a
Appendices
surprise. good amount of jewellery.
• Improved Multiple Attacks: The bugman praetor gains a Most geckomen live in the deserts of Queddar, where their
+1 bonus to attack throws and damage rolls when attacking tribes inhabit barren stone cliffs and deep caves in the rocky
with both pair of arms. Improved Multiple Attacks counts parts of that wasteland. They are, first and foremost, hunters.
as 2 custom powers. A geckoman (or, indeed, geckowoman!) is content to spend
• Superior Fighting: The class’s Fighting Value is effectively countless hours motionless on a cliff wall, hanging from it
increased by 1 for all purposes. with his or her adhesive toe-pads, lurking for prey to come -
dinosaur, giant insect, or otherwise. When the prey comes near
Bugman Praetor 3: The class gains all the custom powers of enough, however, the geckoman acts quickly, with lighting
Bugman Praetor 0 as well as the powers listed below reflexes, and with spear or bow it will bring the animal down
• Bug Sense: The bugman praetor gains his DEX bonus, and secure sustenance for him and his tribe for a few more days.
shield bonus, and Instinctive Dodge bonus to AC even From this predatory nature, arise the common psychological
when ambushed, backstabbed, or otherwise attacked with characteristics of the Gecko-men, and, first among them,
surprise. seemingly endless patience, and the penchant for plotting
elaborate plans, which may lay dormant for years, then close on
their subject like a well-placed trap.
Mog 0: At mog 0, the class will have the following custom • Bone-Breaking Strength Improvement: The mog’s
powers: unarmed attack damage is increased to 1d8-1 points.
• Brutality: Because of his great might and brutality in • Superior Frame: The class’s HD Value is effectively
hand-to-hand combat, an unarmed mog can perform the increased by 2 for all purposes.
Wrestling, Knock Down, and Sunder special maneuvers
• Superior Fighting: The class’s Fighting Value is effectively
(ACKS Chapter 6) at no attack penalty. Brutality counts as
increased by 2 for all purposes.
5 custom powers.
• Bone-Breaking Strength: The mog does 1d3-1 points Additional XP per level above 8:
of damage with his unarmed attacks, and may make two Mogs increase the amount of experience required to gain each
attacks per round when unarmed. Bone-Breaking Strength level after the 8th by 50,000XP.
counts as 2 custom powers.
• Fighting Fury: At will, the mog can enter a fighting fury. TERRAN CUSTOM CLASSES
While furious, the character gains a +2 bonus to damage Men and women from 20th and 21st century Terra sometimes
rolls and becomes immune to fear. However, the character end up trapped on Kanahu. They might have been teleported
cannot retreat from combat. Once it has begun, a fighting there by a freak physics experiment, or perhaps their space
fury cannot be ended until combat ends. Fighting Fury capsule fell through a wormhole and ended up in Kanahu orbit.
counts as 2 custom powers. In such a barbaric world of savagery, idolatry, and superstition,
these educated people are utterly alien and thus are a "race" of
• Pugilism: The mog knows how to defend himself in a their own.
brawl even when not wearing armor. When unarmored,
the mog enjoys a +1 bonus to his armor class on level 1, +2 Modern Terra is a world of Science and Reason. This is, of
on level 7, and +3 on level 13 (1 power, as Swashbuckling). course, an abstraction, as superstition still subsists. However,
the Terrans discussed here are those of an archetypal modern
• Inhumanity: Mogs are inhuman beings and thus suffers a mindset and education. Familiar with advanced technology,
-2 penalty to the reactions, loyalty, and morale of Humans, they might seem indistinguishable from (actual) sorcerers to
Lizardmen and Gecko-Men and. The character gets a a the typical Kanahi savage.
+2 bonus to the reactions, loyalty, and morale with other
mogs. This "race" represents characters who recently came from Terra,
but have learned at least the rudiments of the local language.
Mog 1: The class gains all the custom powers of Mog 0 as well as
the power listed below. (In terms of inspiration – think of A Connecticut Yankee in
King Arthur's Court rather than John Carter; archetypically an
• Bone-Breaking Strength Improvement: The mog’s 1960's Cosmonaut or Astronaut who crashes on Kanahu).
unarmed attack damage is increased to 1d4-1 points.
• Superior Frame: The class’s HD Value is effectively Requirements
increased by 1 for all purposes. All Terrans require a minimum Intelligence of 10 or better.
Terra, of course, has its fair share of less intelligent people, but
Mog 2: The class gains all the custom powers of Mog 0 as well as the archetype we represent here is that of men of learning.
the power listed below. Also, modern education will make even the less bright Terran
• Bone-Breaking Strength Improvement: The mog’s look very clever in comparison to the majority of Kanahu's
unarmed attack damage is increased to 1d6-1 points. population, which is for the most part illiterate and atavistic.
Appendices
Divine: Terrans may not have any Divine value on Kanahu.
• Superior Fighting: The class’s Fighting Value is effectively Though many Terrans hold faith in one of their world’s
increased by 1 for all purposes. traditional religions, these serve only as a source of comfort and
moral guidance, not power.
Mog 3: The class gains all the custom powers of Mog 0 as well as
the power listed below. Arcane: Terrans are of rational mind and thought. Furthermore,
actual magic, as present on Kanahu, does not manifest on
• Bone-Breaking Strength Improvement: The mog’s modern Terra. Therefore, they may not have any Arcane value.
unarmed attack damage is increased to 1d8-1 points.
• Superior Frame: The class’s HD Value is effectively
increased by 2 for all purposes.
• Superior Fighting: The class’s Fighting Value is effectively
increased by 1 for all purposes.
Mog 4: The class gains all the custom powers of Mog 0 as well
as the power listed below.
Appendices